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12 Commits

Author SHA1 Message Date
Joe Z
2b9740768b How did that get away? 2019-07-07 23:14:17 -04:00
Joe Z
0e65b39395 BGM kept looping after exiting credits_a3, which is not what we want. 2019-07-07 19:38:46 -04:00
Joe Z
ca04333bb7 Lowered the volume of Credits A3 by a factor of 10. 2019-07-07 19:34:07 -04:00
Joe Zeng
80c7c99bd7 Added Credits A3 mode. (#26)
Also updated the documentation.
2019-07-07 18:55:03 -04:00
Joe Z
717afbebf6 Added Marathon WCB. 2019-07-07 18:06:13 -04:00
Joe Z
7227085f84 Made instant DAS respect instant gravity. 2019-07-07 17:25:35 -04:00
Joe Zeng
c40392f00f DAS priority reversal (#25)
* Reversed the priority of key presses when charging DAS.
* Made it an actual config option.
* Config should be false by default.
2019-07-07 17:23:17 -04:00
Joe Z
001c8f0ea8 Fixed some issues with Marathon A1. 2019-07-07 12:11:28 -04:00
Joe Z
7fa0e60145 Made the menu scroll up and down when it overflows. 2019-06-29 15:09:48 -04:00
Joe Z
901f7f2d12 Fixed a bug in the "actual cleared row count" for Big Mode. 2019-06-22 00:07:10 -04:00
Joe Z
35f4aea67d Added Ti-SRS and modified delay curve behaviour on Marathon 2020.
I realized that playing at 4/8 for 800 levels straight is probably too much,
so I made it that only the first 10 sections count for advancing the delay
curve faster than it would normally go. Now only the last 500 levels can be
at delay level 20.
2019-06-21 23:44:58 -04:00
Joe Z
7deaa5ab92 Added all the Marathon AX modes and Ace-ARS. 2019-06-19 22:56:33 -04:00
91 changed files with 3098 additions and 3595 deletions

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

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@@ -1,60 +1,33 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png)
Cambridge
=========
Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [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
Installation instructions
-------------------------
Credits
-------
- [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 Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
The following people in no particular order also helped with the project:
- [Hailey](https://github.com/haileylgbt)
- CylinderKnot
- MarkGamed7794
- [Mizu](https://github.com/rexxt)
- MattMayuga
- Kitaru
- switchpalacecorner
- [sinefuse](https://github.com/sinefuse)
- [2Tie](https://github.com/2Tie)
- [nightmareci](https://github.com/nightmareci)
- [MyPasswordIsWeak](https://github.com/MyPasswordIsWeak)
- [Dr Ocelot](https://github.com/Dr-Ocelot)
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
Playing the game
----------------
Pre-built releases are available on the releases page.
### Windows
You do not need LÖVE on Windows, as it comes bundled with the program.
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
### macOS
If you want the bleeding edge version, or want mod pack support, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [https://brew.sh/](Homebrew), and run:
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
$ love cambridge.love
dist\windows\love.exe .
### Linux
Alternatively, if you're on a 32-bit system, run this instead:
Same as macOS, except install `love` with your favourite package manager.
dist\win32\love.exe .
32-bit systems do not support rich presence integration.
Running from source
-------------------
Then, check the mod pack section at the bottom of this page.
If you want the bleeding-edge release, you can also clone the code straight from this repository.
### macOS, Linux
@@ -62,21 +35,14 @@ If you haven't already, install `love` with your favourite package manager (Home
Clone the repository in git:
git clone https://github.com/SashLilac/cambridge
Alternatively, download the source code ZIP in the latest release.
git clone https://github.com/joezeng/cambridge
Then, navigate to the root directory that you just cloned, and type:
love .
love .
It should run automatically!
## Installing modpacks
Simply drag your mode, ruleset, and randomizer Lua files into their respective directory, and they should appear automatically.
Alternatively, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
License
-------

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@@ -1,11 +0,0 @@
@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

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@@ -4,18 +4,20 @@ Game modes
There are several classes of game modes. The modes that originate from other games are organized by suffix:
* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
* C84 - The original version from the Electronika 60.
* C88 - Sega Tetris.
* C89 - Nintendo / NES Tetris.
* C84 - The original version from the Electronika 60.
* C88 - Sega Tetris.
* C89 - Nintendo / NES Tetris.
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
* A1 - Tetris The Grand Master (the original from 1998).
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
* A3 - Tetris The Grand Master 3 Terror-Instinct.
* AX - Tetris The Grand Master ACE (X for Xbox).
* A1 - Tetris The Grand Master (the original from 1998).
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
* A3 - Tetris The Grand Master 3 Terror-Instinct.
* AX - Tetris The Grand Master ACE (X for Xbox).
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
* GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011)
* N stands for Nullpomino, only used for Phantom Mania N.
* GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011)
* The "N" series stands for Nullpomino, only used for Phantom Mania N.
* The "W" series stands for "Web" games, which are fanmade games released on the web.
* WCB - RainComplex.net's Cat Boi Quatro.
MARATHON
--------
@@ -23,12 +25,15 @@ MARATHON
Modes in which the goal is to play as well as possible over a limited game interval.
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
* **MARATHON WCB**: CatBoiQuatro! Can you control the pieces?
From other games:
* **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace.
* **MARATHON AX**: Normal mode from TGM Ace.
* **MARATHON AX2**: Hi-Speed1 mode from TGM Ace.
* **MARATHON AX3**: Hi-Speed2 mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
@@ -43,6 +48,8 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase.
* **SURVIVAL AX**: Another mode from TGM Ace.
* **SURVIVAL AX2**: Another2 mode from TGM Ace.
RACE
@@ -53,6 +60,14 @@ Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
CREDITS
-------
Modes that are just the credit rolls of specific games.
* **CREDITS A3**: Tetris the Grand Master 3's famous M-roll.
PHANTOM MANIA
-------------
@@ -63,7 +78,6 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
OTHER MODES
-----------

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

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@@ -1,15 +1,13 @@
function copy(t)
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
if type(t) ~= "table" then return t end
local meta = getmetatable(t)
local target = {}
for k, v in pairs(t) do target[k] = v end
setmetatable(target, meta)
return target
local meta = getmetatable(t)
local target = {}
for k, v in pairs(t) do target[k] = v end
setmetatable(target, meta)
return target
end
function strTrueValues(tbl)
-- returns a concatenation of all the keys in tbl with value true, separated with spaces
function st(tbl)
str = ""
for k, v in pairs(tbl) do
if v == true then
@@ -19,16 +17,14 @@ function strTrueValues(tbl)
return str
end
function frameTime(min, sec, hth)
-- returns a time in frames from a time in minutes-seconds-hundredths format
if min == nil then min = 0 end
if sec == nil then sec = 0 end
if hth == nil then hth = 0 end
return min*3600 + sec*60 + math.ceil(hth * 0.6)
function sp(m, s, f)
if m == nil then m = 0 end
if s == nil then s = 0 end
if f == nil then f = 0 end
return m*3600 + s*60 + math.ceil(f * 0.6)
end
function vAdd(v1, v2)
-- returns the sum of vectors v1 and v2
return {
x = v1.x + v2.x,
y = v1.y + v2.y
@@ -36,7 +32,6 @@ function vAdd(v1, v2)
end
function vNeg(v)
-- returns the opposite of vector v
return {
x = -v.x,
y = -v.y
@@ -44,26 +39,17 @@ function vNeg(v)
end
function formatTime(frames)
-- returns a mm:ss:hh (h=hundredths) representation of the time in frames given
if frames < 0 then return formatTime(0) end
local min, sec, hund
min = math.floor(frames/3600)
sec = math.floor(frames/60) % 60
hund = math.floor(frames/.6) % 100
str = string.format("%02d:%02d.%02d", min, sec, hund)
str = string.format("%02d", math.floor(frames / 3600)) .. ":"
.. string.format("%02d", math.floor(frames / 60) % 60) .. "."
.. string.format("%02d", math.floor(frames / 0.6) % 100)
return str
end
function formatBigNum(number)
-- returns a string representing a number with commas as thousands separator (e.g. 12,345,678)
local s = string.format("%d", number)
local pos = string.len(s) % 3
if pos == 0 then pos = 3 end
return string.sub(s, 1, pos)
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
end
function Mod1(n, m)
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
return ((n-1) % m) + 1
end

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@@ -1,282 +0,0 @@
local ffi = require "ffi"
-- Get the host os to load correct lib
local osname = love.system.getOS()
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
discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
elseif osname == "OS X" then
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
elseif osname == "Windows" then
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
else
-- Else it crashes later on
error(string.format("Discord rpc not supported on platform (%s)", osname))
end
ffi.cdef[[
typedef struct DiscordRichPresence {
const char* state; /* max 128 bytes */
const char* details; /* max 128 bytes */
int64_t startTimestamp;
int64_t endTimestamp;
const char* largeImageKey; /* max 32 bytes */
const char* largeImageText; /* max 128 bytes */
const char* smallImageKey; /* max 32 bytes */
const char* smallImageText; /* max 128 bytes */
const char* partyId; /* max 128 bytes */
int partySize;
int partyMax;
const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */
int8_t instance;
} DiscordRichPresence;
typedef struct DiscordUser {
const char* userId;
const char* username;
const char* discriminator;
const char* avatar;
} DiscordUser;
typedef void (*readyPtr)(const DiscordUser* request);
typedef void (*disconnectedPtr)(int errorCode, const char* message);
typedef void (*erroredPtr)(int errorCode, const char* message);
typedef void (*joinGamePtr)(const char* joinSecret);
typedef void (*spectateGamePtr)(const char* spectateSecret);
typedef void (*joinRequestPtr)(const DiscordUser* request);
typedef struct DiscordEventHandlers {
readyPtr ready;
disconnectedPtr disconnected;
erroredPtr errored;
joinGamePtr joinGame;
spectateGamePtr spectateGame;
joinRequestPtr joinRequest;
} DiscordEventHandlers;
void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId);
void Discord_Shutdown(void);
void Discord_RunCallbacks(void);
void Discord_UpdatePresence(const DiscordRichPresence* presence);
void Discord_ClearPresence(void);
void Discord_Respond(const char* userid, int reply);
void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
]]
local discordRPC = {} -- module table
-- proxy to detect garbage collection of the module
discordRPC.gcDummy = newproxy(true)
local function unpackDiscordUser(request)
return ffi.string(request.userId), ffi.string(request.username),
ffi.string(request.discriminator), ffi.string(request.avatar)
end
-- callback proxies
-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
-- luajit.org/ext_ffi_semantics.html
local ready_proxy = ffi.cast("readyPtr", function(request)
if discordRPC.ready then
discordRPC.ready(unpackDiscordUser(request))
end
end)
local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
if discordRPC.disconnected then
discordRPC.disconnected(errorCode, ffi.string(message))
end
end)
local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
if discordRPC.errored then
discordRPC.errored(errorCode, ffi.string(message))
end
end)
local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
if discordRPC.joinGame then
discordRPC.joinGame(ffi.string(joinSecret))
end
end)
local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
if discordRPC.spectateGame then
discordRPC.spectateGame(ffi.string(spectateSecret))
end
end)
local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
if discordRPC.joinRequest then
discordRPC.joinRequest(unpackDiscordUser(request))
end
end)
-- helpers
local function checkArg(arg, argType, argName, func, maybeNil)
assert(type(arg) == argType or (maybeNil and arg == nil),
string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
argName, func, argType))
end
local function checkStrArg(arg, maxLen, argName, func, maybeNil)
if maxLen then
assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
argName, func, maxLen))
else
checkArg(arg, "string", argName, func, true)
end
end
local function checkIntArg(arg, maxBits, argName, func, maybeNil)
maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
assert(type(arg) == "number" and math.floor(arg) == arg
and arg < maxVal and arg >= -maxVal
or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
argName, func, maxVal))
end
-- function wrappers
function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
local func = "discordRPC.Initialize"
checkStrArg(applicationId, nil, "applicationId", func)
checkArg(autoRegister, "boolean", "autoRegister", func)
if optionalSteamId ~= nil then
checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
end
local eventHandlers = ffi.new("struct DiscordEventHandlers")
eventHandlers.ready = ready_proxy
eventHandlers.disconnected = disconnected_proxy
eventHandlers.errored = errored_proxy
eventHandlers.joinGame = joinGame_proxy
eventHandlers.spectateGame = spectateGame_proxy
eventHandlers.joinRequest = joinRequest_proxy
discordRPClib.Discord_Initialize(applicationId, eventHandlers,
autoRegister and 1 or 0, optionalSteamId)
end
function discordRPC.shutdown()
discordRPClib.Discord_Shutdown()
end
function discordRPC.runCallbacks()
discordRPClib.Discord_RunCallbacks()
end
-- http://luajit.org/ext_ffi_semantics.html#callback :
-- It is not allowed, to let an FFI call into a C function (runCallbacks)
-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
-- Usually this attempt is caught by the interpreter first and the C function
-- is blacklisted for compilation.
-- solution:
-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
-- the surrounding Lua function that invokes such a message polling function."
jit.off(discordRPC.runCallbacks)
function discordRPC.updatePresence(presence)
local func = "discordRPC.updatePresence"
checkArg(presence, "table", "presence", func)
-- -1 for string length because of 0-termination
checkStrArg(presence.state, 127, "presence.state", func, true)
checkStrArg(presence.details, 127, "presence.details", func, true)
checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
checkIntArg(presence.instance, 8, "presence.instance", func, true)
local cpresence = ffi.new("struct DiscordRichPresence")
cpresence.state = presence.state
cpresence.details = presence.details
cpresence.startTimestamp = presence.startTimestamp or 0
cpresence.endTimestamp = presence.endTimestamp or 0
cpresence.largeImageKey = presence.largeImageKey
cpresence.largeImageText = presence.largeImageText
cpresence.smallImageKey = presence.smallImageKey
cpresence.smallImageText = presence.smallImageText
cpresence.partyId = presence.partyId
cpresence.partySize = presence.partySize or 0
cpresence.partyMax = presence.partyMax or 0
cpresence.matchSecret = presence.matchSecret
cpresence.joinSecret = presence.joinSecret
cpresence.spectateSecret = presence.spectateSecret
cpresence.instance = presence.instance or 0
discordRPClib.Discord_UpdatePresence(cpresence)
end
function discordRPC.clearPresence()
discordRPClib.Discord_ClearPresence()
end
local replyMap = {
no = 0,
yes = 1,
ignore = 2
}
-- maybe let reply take ints too (0, 1, 2) and add constants to the module
function discordRPC.respond(userId, reply)
checkStrArg(userId, nil, "userId", "discordRPC.respond")
assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
discordRPClib.Discord_Respond(userId, replyMap[reply])
end
-- garbage collection callback
getmetatable(discordRPC.gcDummy).__gc = function()
discordRPC.shutdown()
ready_proxy:free()
disconnected_proxy:free()
errored_proxy:free()
joinGame_proxy:free()
spectateGame_proxy:free()
joinRequest_proxy:free()
end
return discordRPC

View File

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

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@@ -20,58 +20,35 @@ backgrounds = {
love.graphics.newImage("res/backgrounds/1800-railways.png"),
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
input_config = love.graphics.newImage("res/backgrounds/options-pcb.png"),
game_config = love.graphics.newImage("res/backgrounds/options-gears.png"),
}
blocks = {
["2tie"] = {
R = love.graphics.newImage("res/img/s1.png"),
O = love.graphics.newImage("res/img/s3.png"),
Y = love.graphics.newImage("res/img/s7.png"),
G = love.graphics.newImage("res/img/s6.png"),
C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s4.png"),
M = love.graphics.newImage("res/img/s5.png"),
I = love.graphics.newImage("res/img/s1.png"),
J = love.graphics.newImage("res/img/s4.png"),
L = love.graphics.newImage("res/img/s3.png"),
O = love.graphics.newImage("res/img/s7.png"),
S = love.graphics.newImage("res/img/s5.png"),
T = love.graphics.newImage("res/img/s2.png"),
Z = love.graphics.newImage("res/img/s6.png"),
F = love.graphics.newImage("res/img/s9.png"),
A = love.graphics.newImage("res/img/s8.png"),
G = love.graphics.newImage("res/img/s9.png"),
X = love.graphics.newImage("res/img/s9.png"),
},
["bone"] = {
R = love.graphics.newImage("res/img/bone.png"),
I = love.graphics.newImage("res/img/bone.png"),
J = love.graphics.newImage("res/img/bone.png"),
L = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
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"),
S = love.graphics.newImage("res/img/bone.png"),
T = love.graphics.newImage("res/img/bone.png"),
Z = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
}
}
ColourSchemes = {
Arika = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
},
TTC = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
},
}
for name, blockset in pairs(blocks) do
for shape, image in pairs(blockset) do
image:setFilter("nearest")
@@ -84,4 +61,4 @@ misc_graphics = {
go = love.graphics.newImage("res/img/go.png"),
select_mode = love.graphics.newImage("res/img/select_mode.png"),
strike = love.graphics.newImage("res/img/strike.png"),
}
}

View File

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

View File

@@ -10,21 +10,11 @@ sounds = {
},
move = love.audio.newSource("res/se/move.wav", "static"),
bottom = love.audio.newSource("res/se/bottom.wav", "static"),
cursor = love.audio.newSource("res/se/cursor.wav", "static"),
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
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)
if subsound == nil then
sounds[sound]:setVolume(0.5)
sounds[sound]:setVolume(0.1)
if sounds[sound]:isPlaying() then
sounds[sound]:stop()
end
@@ -37,19 +27,3 @@ function playSE(sound, subsound)
sounds[sound][subsound]:play()
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

148
main.lua
View File

@@ -1,7 +1,6 @@
function love.load()
math.randomseed(os.time())
highscores = {}
require "load.rpc"
require "load.graphics"
require "load.fonts"
require "load.sounds"
@@ -16,42 +15,14 @@ function love.load()
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
if not config.gamesettings then config.gamesettings = {} end
for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1
end
end
if not config.input then
config.input = {}
scene = InputConfigScene()
else
if config.current_mode then current_mode = config.current_mode end
if config.current_ruleset then current_ruleset = config.current_ruleset end
scene = TitleScene()
end
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
--sort mode/rule lists
local function padnum(d) return ("%03d%s"):format(#d, d) end
table.sort(game_modes, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
table.sort(rulesets, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
end
local TARGET_FPS = 60
@@ -94,7 +65,7 @@ end
function love.draw()
love.graphics.push()
-- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest")
local width = love.graphics.getWidth()
@@ -110,124 +81,13 @@ function love.draw()
love.graphics.pop()
end
function love.keypressed(key, scancode)
function love.keypressed(key, scancode, isrepeat)
-- global hotkeys
if scancode == "f4" then
config["fullscreen"] = not 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
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
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat})
end
end

View File

@@ -1,2 +0,0 @@
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

View File

@@ -1,26 +0,0 @@
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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View File

@@ -5,12 +5,10 @@ Scene = Object:extend()
function Scene:new() end
function Scene:update() end
function Scene:render() end
function Scene:onInputPress() end
function Scene:onInputRelease() end
function Scene:onKeyPress() end
ExitScene = require "scene.exit"
GameScene = require "scene.game"
ModeSelectScene = require "scene.mode_select"
InputConfigScene = require "scene.input_config"
GameConfigScene = require "scene.game_config"
ConfigScene = require "scene.config"
TitleScene = require "scene.title"

View File

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

View File

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

View File

@@ -1,40 +1,26 @@
local GameScene = Scene:extend()
GameScene.title = "Game"
require 'load.save'
function GameScene:new(game_mode, ruleset)
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.game = game_mode()
self.ruleset = 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({
details = self.game.rpc_details,
state = self.game.name,
})
end
function GameScene:update()
if love.window.hasFocus() then
local inputs = {}
for input, value in pairs(self.inputs) do
inputs[input] = value
end
self.game:update(inputs, self.ruleset)
self.game:update({
left = love.keyboard.isScancodeDown(config.input.left),
right = love.keyboard.isScancodeDown(config.input.right),
up = love.keyboard.isScancodeDown(config.input.up),
down = love.keyboard.isScancodeDown(config.input.down),
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
self.game.grid:update()
@@ -59,7 +45,6 @@ function GameScene:render()
self.game:drawScoringInfo()
-- ready/go graphics
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
@@ -70,24 +55,13 @@ function GameScene:render()
end
function GameScene:onInputPress(e)
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
function GameScene:onKeyPress(e)
if (self.game.completed) and
e.scancode == "return" and e.isRepeat == false then
highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry)
scene = 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()
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = true
end
end
function GameScene:onInputRelease(e)
if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = false
end
end

View File

@@ -1,81 +0,0 @@
local ConfigScene = Scene:extend()
ConfigScene.title = "Game Settings"
require 'load.save'
ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
{"das_last_key", "DAS Switch", {"Default", "Instant"}}
}
local optioncount = #ConfigScene.options
function ConfigScene:new()
-- load current config
self.config = config.input
self.highlight = 1
DiscordRPC:update({
details = "In menus",
state = "Changing game settings",
})
end
function ConfigScene:update()
config["das_last_key"] = config.gamesettings.das_last_key == 2
end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40)
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
for j, setting in ipairs(option[3]) do
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
end
end
function ConfigScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" then
playSE("mode_decide")
saveConfig()
scene = TitleScene()
elseif e.input == "up" or e.scancode == "up" then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif e.input == "down" or e.scancode == "down" then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave()
scene = TitleScene()
end
end
return ConfigScene

View File

@@ -5,157 +5,57 @@ ConfigScene.title = "Input Config"
require 'load.save'
local configurable_inputs = {
"menu_decide",
"menu_back",
"left",
"right",
"up",
"down",
"right",
"up",
"down",
"rotate_left",
"rotate_left2",
"rotate_right",
"rotate_right2",
"rotate_180",
"hold",
"retry",
"rotate_right",
"rotate_right2",
"rotate_180",
"hold",
}
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()
-- load current config
self.config = config.input
self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
self.axis_timer = 0
DiscordRPC:update({
details = "In menus",
state = "Changing input config",
})
end
function ConfigScene:update()
end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if self.set_inputs[input] then
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
for i, input in pairs(configurable_inputs) do
if config.input[input] then
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
love.graphics.printf(
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
240, 50 + i * 20, 200, "left"
)
end
end
if self.input_state > table.getn(configurable_inputs) then
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
love.graphics.print("press enter to confirm, delete to retry")
else
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
end
self.axis_timer = self.axis_timer + 1
end
local function addJoystick(input, name)
if not input.joysticks then
input.joysticks = {}
end
if not input.joysticks[name] then
input.joysticks[name] = {}
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
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
function ConfigScene:onKeyPress(e)
if self.input_state > table.getn(configurable_inputs) then
if e.scancode == "return" then
-- save, then load next scene
saveConfig()
scene = TitleScene()
elseif self.input_state > table.getn(configurable_inputs) then
if e.scancode == "return" then
-- save new input, then load next scene
config.input = self.new_input
saveConfig()
scene = TitleScene()
elseif e.scancode == "delete" or e.scancode == "backspace" then
-- retry
self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
end
elseif e.scancode == "tab" then
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
self.input_state = self.input_state + 1
elseif e.scancode ~= "escape" then
-- all other keys can be configured
if not self.new_input.keys then
self.new_input.keys = {}
end
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
elseif string.sub(e.type, 1, 3) == "joy" then
if self.input_state <= table.getn(configurable_inputs) then
if e.type == "joybutton" then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].buttons then
self.new_input.joysticks[e.name].buttons = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jbtn " ..
e.button ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
elseif e.type == "joyaxis" then
if (e.axis ~= self.last_axis or self.axis_timer > 30) and math.abs(e.value) >= 1 then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].axes then
self.new_input.joysticks[e.name].axes = {}
end
if not self.new_input.joysticks[e.name].axes[e.axis] then
self.new_input.joysticks[e.name].axes[e.axis] = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jaxis " ..
(e.value >= 1 and "+" or "-") .. e.axis ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
self.last_axis = e.axis
self.axis_timer = 0
end
elseif e.type == "joyhat" then
if e.direction ~= "c" then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].hats then
self.new_input.joysticks[e.name].hats = {}
end
if not self.new_input.joysticks[e.name].hats[e.hat] then
self.new_input.joysticks[e.name].hats[e.hat] = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jhat " ..
e.hat .. " " .. e.direction ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
end
elseif e.scancode == "delete" or e.scancode == "backspace" then
self.input_state = 1
end
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
end

134
scene/mode_select.lua Executable file → Normal file
View File

@@ -5,79 +5,127 @@ ModeSelectScene.title = "Game Start"
current_mode = 1
current_ruleset = 1
MAX_MODES = 19
game_modes = {
require 'tetris.modes.marathon_2020',
require 'tetris.modes.survival_2020',
require 'tetris.modes.strategy',
require 'tetris.modes.interval_training',
require 'tetris.modes.pacer_test',
require 'tetris.modes.marathon_wcb',
require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n',
require 'tetris.modes.race_40',
require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax',
require 'tetris.modes.marathon_ax2',
require 'tetris.modes.marathon_ax3',
require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3',
require 'tetris.modes.survival_ax',
require 'tetris.modes.survival_ax2',
require 'tetris.modes.credits_a3',
}
rulesets = {
require 'tetris.rulesets.cambridge',
require 'tetris.rulesets.standard',
require 'tetris.rulesets.standard_ti',
require 'tetris.rulesets.arika',
require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.arika_ace',
--require 'tetris.rulesets.bonkers',
--require 'tetris.rulesets.shirase',
--require 'tetris.rulesets.super302',
}
function ModeSelectScene:new()
self.menu_state = {
mode = current_mode,
ruleset = current_ruleset,
select = "mode",
}
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
})
end
function ModeSelectScene:update()
end
function getCursorHeight(x)
return 78 + 20 * x
end
function ModeSelectScene:drawList(name, items, cursor, x)
local start, finish
if table.getn(items) < MAX_MODES then
start = 1
finish = table.getn(items)
else
if cursor < 10 then
start = 1
finish = 19
elseif cursor > table.getn(items) - 9 then
start = table.getn(items) - 18
finish = table.getn(items)
else
start = cursor - 9
finish = cursor + 9
end
end
if self.menu_state.select == name then
love.graphics.setColor(1, 1, 1, 0.5)
else
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", x, getCursorHeight(cursor - start), 240, 22)
love.graphics.setColor(1, 1, 1, 1)
for idx = start, finish do
local item = items[idx]
love.graphics.printf(item.name, x + 20, 80 + 20 * (idx - start), 200, "left")
end
end
function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2)
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", 20, 258, 240, 22)
love.graphics.draw(misc_graphics["select_mode"], 20, 30)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5)
end
love.graphics.rectangle("fill", 340, 258, 200, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end
end
for idx, ruleset in pairs(rulesets) do
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end
self:drawList("mode", game_modes, self.menu_state.mode, 20)
self:drawList("ruleset", rulesets, self.menu_state.ruleset, 320)
end
function ModeSelectScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" then
function ModeSelectScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
elseif e.input == "up" or e.scancode == "up" then
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1)
playSE("cursor")
elseif e.input == "down" or e.scancode == "down" then
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect()
playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
end
end

View File

@@ -3,31 +3,10 @@ local TitleScene = Scene:extend()
local main_menu_screens = {
ModeSelectScene,
InputConfigScene,
GameConfigScene,
ExitScene,
}
local mainmenuidle = {
"Idle",
"On title screen",
"On main menu screen",
"Twiddling their thumbs",
"Admiring the main menu's BG",
"Waiting for spring to come",
"Actually not playing",
"Contemplating collecting stars",
"Preparing to put the block!!",
"Having a nap",
"In menus",
"Bottom text",
}
function TitleScene:new()
self.main_menu_state = 1
DiscordRPC:update({
details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)],
})
end
function TitleScene:update()
@@ -57,18 +36,13 @@ function TitleScene:changeOption(rel)
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
end
function TitleScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" then
playSE("main_decide")
function TitleScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
scene = main_menu_screens[self.main_menu_state]()
elseif e.input == "up" or e.scancode == "up" then
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1)
playSE("cursor")
elseif e.input == "down" or e.scancode == "down" then
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
love.event.quit()
end
end

View File

@@ -3,8 +3,6 @@ local Object = require 'libs.classic'
local Grid = Object:extend()
local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "A" }
function Grid:new()
self.grid = {}
@@ -28,15 +26,8 @@ function Grid:clear()
end
end
function Grid:getCell(x, y)
if x < 1 or x > 10 or y > 24 then return oob
elseif y < 1 then return empty
else return self.grid[y][x]
end
end
function Grid:isOccupied(x, y)
return self:getCell(x+1, y+1) ~= empty
return self.grid[y+1][x+1] ~= empty
end
function Grid:isRowFull(row)
@@ -55,7 +46,7 @@ function Grid:canPlacePiece(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if self:isOccupied(x, y) then
if x >= 10 or x < 0 or y >= 24 or y < 0 or self.grid[y+1][x+1] ~= empty then
return false
end
end
@@ -67,12 +58,12 @@ function Grid:canPlaceBigPiece(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if (
self:isOccupied(x * 2 + 0, y * 2 + 0)
or self:isOccupied(x * 2 + 1, y * 2 + 0)
or self:isOccupied(x * 2 + 0, y * 2 + 1)
or self:isOccupied(x * 2 + 1, y * 2 + 1)
) then
if x >= 5 or x < 0 or y >= 12 or y < 0 or
self.grid[y * 2 + 1][x * 2 + 1] ~= empty or
self.grid[y * 2 + 1][x * 2 + 2] ~= empty or
self.grid[y * 2 + 2][x * 2 + 1] ~= empty or
self.grid[y * 2 + 2][x * 2 + 2] ~= empty
then
return false
end
end
@@ -89,7 +80,7 @@ function Grid:canPlacePieceInVisibleGrid(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if y < 4 or self:isOccupied(x, y) ~= empty then
if x >= 10 or x < 0 or y >= 24 or y < 4 or self.grid[y+1][x+1] ~= empty then
return false
end
end
@@ -142,49 +133,14 @@ function Grid:copyBottomRow()
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
skin = self.grid[23][col].skin,
colour = "G"
}
end
return true
end
function Grid:garbageRise(row_vals)
for row = 1, 23 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
end
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do
self.grid[24][col] = (row_vals[col] == "e") and empty or block
end
end
function Grid:applyFourWide()
for row = 1, 24 do
local x = self.grid[row]
x[1] = x[1]~=block and block or x[1]
x[2] = x[2]~=block and block or x[2]
x[3] = x[3]~=block and block or x[3]
x[8] = x[8]~=block and block or x[8]
x[9] = x[9]~=block and block or x[9]
x[10] = x[10]~=block and block or x[10]
end
end
function Grid: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)
if piece.big then
self:applyBigPiece(piece)
@@ -194,12 +150,10 @@ function Grid:applyPiece(piece)
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
if y + 1 > 0 then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.colour
}
end
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.shape
}
end
end
@@ -210,69 +164,15 @@ function Grid:applyBigPiece(piece)
y = piece.position.y + offset.y
for a = 1, 2 do
for b = 1, 2 do
if y*2+a > 0 then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.colour
}
end
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.shape
}
end
end
end
end
function Grid:checkForBravo(cleared_row_count)
for i = 0, 23 - cleared_row_count do
for j = 0, 9 do
if self:isOccupied(j, i) then return false end
end
end
return true
end
function Grid:checkStackHeight()
for i = 0, 23 do
for j = 0, 9 do
if self:isOccupied(j, i) then return 24 - i end
end
end
return 0
end
function Grid:checkSecretGrade()
local sgrade = 0
for i=23,5,-1 do
local validLine = true
local emptyCell = 0
if i > 13 then
emptyCell = 23-i
end
if i <= 13 then
emptyCell = i-5
end
for j=0,9 do
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
validLine = false
end
end
if not self:isOccupied(emptyCell,i-1) then
validLine = false
end
if(validLine) then
sgrade = sgrade + 1
else
return sgrade
end
end
--[[
if(sgrade == 0) then return ""
elseif(sgrade < 10) then return 10-sgrade
elseif(sgrade < 19) then return "S"..(sgrade-9) end
return "GM"
--]]
return sgrade
end
function Grid:update()
for y = 1, 24 do
for x = 1, 10 do
@@ -284,18 +184,14 @@ function Grid:update()
end
function Grid:draw()
for y = 5, 24 do
for y = 1, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
if self.grid_age[y][x] < 2 then
if self.grid_age[y][x] < 1 then
love.graphics.setColor(1, 1, 1, 1)
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
love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
love.graphics.setColor(0.5, 0.5, 0.5, 1)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end
if self.grid[y][x].skin ~= "bone" then
@@ -319,60 +215,33 @@ function Grid:draw()
end
end
function Grid:drawOutline()
for y = 5, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
if y > 1 and self.grid[y-1][x] == empty then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < 24 and self.grid[y+1][x] == empty then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < 10 and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end
end
end
function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
lock_flash = lock_flash == nil and true or lock_flash
brightness = brightness == nil and 0.5 or brightness
for y = 5, 24 do
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
for y = 1, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then
opacity = 1
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
opacity = garbage_opacity_function(self.grid_age[y][x])
else
opacity = opacity_function(self.grid_age[y][x])
end
love.graphics.setColor(brightness, brightness, brightness, opacity)
love.graphics.setColor(0.5, 0.5, 0.5, opacity)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if lock_flash then
if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1)
if y > 1 and self.grid[y-1][x] == empty then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < 24 and self.grid[y+1][x] == empty then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < 10 and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1)
if y > 1 and self.grid[y-1][x] == empty then
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end
if y < 24 and self.grid[y+1][x] == empty then
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end
if x > 1 and self.grid[y][x-1] == empty then
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
end
if x < 10 and self.grid[y][x+1] == empty then
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
end
end
end

View File

@@ -2,7 +2,7 @@ local Object = require 'libs.classic'
local Piece = Object:extend()
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, big)
self.shape = shape
self.rotation = rotation
self.position = position
@@ -10,7 +10,6 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
self.gravity = gravity
self.lock_delay = lock_delay
self.skin = skin
self.colour = colour
self.ghost = false
self.locked = false
self.big = big
@@ -22,7 +21,7 @@ function Piece:withOffset(offset)
return Piece(
self.shape, self.rotation,
{x = self.position.x + offset.x, y = self.position.y + offset.y},
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
)
end
@@ -32,7 +31,7 @@ function Piece:withRelativeRotation(rot)
while new_rot >= 4 do new_rot = new_rot - 4 end
return Piece(
self.shape, new_rot, self.position,
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
)
end
@@ -101,7 +100,7 @@ end
function Piece:dropToBottom(grid)
local piece_y = self.position.y
self:dropSquares(math.huge, grid)
self:dropSquares(20, grid)
self.gravity = 0
if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay
@@ -152,13 +151,13 @@ function Piece:draw(opacity, brightness, grid, partial_das)
local y = self.position.y + offset.y
if self.big then
love.graphics.draw(
blocks[self.skin][self.colour],
blocks[self.skin][self.shape],
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
0, 2, 2
)
else
love.graphics.draw(
blocks[self.skin][self.colour],
blocks[self.skin][self.shape],
64+x*16+partial_das, 16+y*16+gravity_offset
)
end

View File

@@ -1,307 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonA2Game = GameMode:extend()
MarathonA2Game.name = "Big A2"
MarathonA2Game.hash = "BigA2"
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!"
function MarathonA2Game:new()
self.super:new()
self.big_mode = true
self.roll_frames = 0
self.combo = 1
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.2, 1.4, 1.5, 1.0},
{1.2, 1.5, 1.8, 1.0},
{1.4, 1.6, 2.0, 1.0},
{1.4, 1.7, 2.2, 1.0},
{1.4, 1.8, 2.3, 1.0},
{1.4, 1.9, 2.4, 1.0},
{1.5, 2.0, 2.5, 1.0},
{1.5, 2.1, 2.6, 1.0},
{2.0, 2.5, 3.0, 1.0},
}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17
}
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear then return end
if cleared_lines == 0 then
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade]
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
end
end
MarathonA2Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
end
function MarathonA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA2Game:getHighscoreData()
return {
grade = grade_conversion[self.grade],
score = self.score,
level = self.level,
frames = self.frames,
}
end
function MarathonA2Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
return MarathonA2Game

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

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

258
tetris/modes/demon_mode.lua Normal file
View File

@@ -0,0 +1,258 @@
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
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 < sp(1,00) then
self.level = 500
self.grade = 5
self.section_tries = 0
self.section_tetris_count = 0
else
self.level = math.min(new_level, 2500)
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
end
else
self.level = math.min(new_level, 2500)
end
end
function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
local letter_grades = {
[0] = "", "D", "C", "B", "A",
"S", "S-A", "S-B", "S-C", "S-D",
"X", "X-A", "X-B", "X-C", "X-D",
"W", "W-A", "W-B", "W-C", "W-D",
"Master", "MasterS", "MasterX", "MasterW", "Grand Master",
"Demon Master"
}
function DemonModeGame:getLetterGrade()
return letter_grades[self.grade]
end
function DemonModeGame:drawGrid()
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
DemonModeGame.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function DemonModeGame:drawScoringInfo()
DemonModeGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
-- draw section time data
local current_section = getSectionForLevel(self.level)
self:drawSectionTimesWithSecondary(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right")
end
function DemonModeGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function DemonModeGame:getBackground()
return math.floor(self.level / 100)
end
return DemonModeGame

View File

@@ -1,9 +1,6 @@
local Object = require 'libs.classic'
require 'funcs'
local playedReadySE = false
local playedGoSE = false
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
@@ -43,14 +40,9 @@ function GameMode:new()
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
self.irs = true
self.ihs = true
self.rpc_details = "In game"
-- variables related to configurable parameters
self.drop_locked = false
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.hold_queue = nil
self.held = false
self.section_start_time = 0
@@ -58,6 +50,13 @@ function GameMode:new()
self.secondary_section_times = { [0] = 0 }
end
function GameMode:initialize()
-- after all the variables are initialized, run initialization procedures
for i = 1, 30 do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE() return 25 end
@@ -67,7 +66,6 @@ function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
@@ -77,12 +75,9 @@ end
function GameMode:initialize(ruleset)
-- generate next queue
self:new()
for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:update(inputs, ruleset)
@@ -109,7 +104,7 @@ function GameMode:update(inputs, ruleset)
then
self:onAttemptPieceRotate(self.piece)
end
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
@@ -117,7 +112,7 @@ function GameMode:update(inputs, ruleset)
self:whilePieceActive()
local gravity = self:getGravity()
if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
if self.enable_hold and inputs["hold"] == true and self.held == false then
self:hold(inputs, ruleset)
self.prev_inputs = inputs
return
@@ -146,7 +141,7 @@ function GameMode:update(inputs, ruleset)
self.piece:isDropBlocked(self.grid) and
not self.hard_drop_locked then
self:onHardDrop(piece_dy)
if self.lock_on_hard_drop then
if self.instant_hard_drop then
self.piece.locked = true
end
end
@@ -155,7 +150,7 @@ function GameMode:update(inputs, ruleset)
self:onSoftDrop(piece_dy)
if self.piece:isDropBlocked(self.grid) and
not self.drop_locked and
self.lock_on_soft_drop
self.instant_soft_drop
then
self.piece.locked = true
end
@@ -167,6 +162,10 @@ function GameMode:update(inputs, ruleset)
local cleared_row_count = self.grid:getClearedRowCount()
if self.big_mode then
cleared_row_count = cleared_row_count / 2
end
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
@@ -176,7 +175,6 @@ function GameMode:update(inputs, ruleset)
end
if cleared_row_count > 0 then
playSE("erase")
self.lcd = self:getLineClearDelay()
self.are = self:getLineARE()
if self.lcd == 0 then
@@ -212,16 +210,10 @@ end
function GameMode:whilePieceActive() end
function GameMode:onAttemptPieceMove(piece) end
function GameMode:onAttemptPieceRotate(piece) end
function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold()
playSE("hold")
end
function GameMode:onHold() end
function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
@@ -299,57 +291,21 @@ function GameMode:chargeDAS(inputs)
end
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 not playedReadySE then
playedReadySE = true
playSEOnce("ready")
end
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
self:initializeOrHold(inputs, ruleset)
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")
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
elseif self.are > 0 then
self.are = self.are - 1
if ruleset.are_cancel and
(self.move == "none" and not self.prev_inputs["up"] and
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
not self.prev_inputs["rotate_180"]) and
(inputs["left"] or inputs["right"] or inputs["up"] or
inputs["rotate_left"] or inputs["rotate_left2"] or
inputs["rotate_right"] or inputs["rotate_right2"] or
inputs["rotate_180"]) then
self.are = 0
end
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
@@ -357,7 +313,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end
function GameMode:initializeOrHold(inputs, ruleset)
if self.ihs and self.enable_hold and inputs["hold"] == true then
if self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset)
else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
@@ -397,8 +353,7 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
inputs, piece_data, self.grid, gravity,
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop, self.big_mode,
self.irs
self.lock_drop, self.lock_hard_drop, self.big_mode
)
if self.lock_drop then
self.drop_locked = true
@@ -443,12 +398,11 @@ function GameMode:drawGhostPiece(ruleset)
end
function GameMode:drawNextQueue(ruleset)
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset.spawn_positions[piece].x
local y = offset.y + 4.7
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
local x = ruleset.spawn_positions[piece].x + offset.x
local y = ruleset.spawn_positions[piece].y + offset.y
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do
@@ -462,9 +416,8 @@ 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 and self.enable_hold then
local hold_color = self.held and 0.6 or 1
self:setHoldOpacity(1, hold_color)
if self.hold_queue ~= nil then
self:setHoldOpacity()
drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
@@ -475,16 +428,8 @@ function GameMode:drawNextQueue(ruleset)
return false
end
function GameMode:setNextOpacity(i, j)
i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:setHoldOpacity(i, j)
i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
@@ -499,8 +444,7 @@ function GameMode:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
st(self.prev_inputs)
)
love.graphics.setFont(font_8x11)
@@ -510,7 +454,7 @@ end
function GameMode:drawSectionTimes(current_section)
local section_x = 530
for section, time in pairs(self.section_times) do
for section, time in ipairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end

View File

@@ -0,0 +1,154 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local IntervalTrainingGame = GameMode:extend()
IntervalTrainingGame.name = "Interval Training"
IntervalTrainingGame.hash = "IntervalTraining"
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function IntervalTrainingGame:new()
IntervalTrainingGame.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 1800
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function IntervalTrainingGame:getARE()
return 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
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function IntervalTrainingGame:onPieceEnter()
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function IntervalTrainingGame:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_count
self:updateSectionTimes(self.level, new_level)
self.level = math.min(new_level, 999)
if self.level == 999 then
self.clear = true
end
end
end
function IntervalTrainingGame:getSectionTime()
return self.frames - self.section_start_time
end
function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
else
self.level = math.min(new_level, 999)
end
end
function IntervalTrainingGame:drawGrid(ruleset)
self.grid:draw()
end
function IntervalTrainingGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function IntervalTrainingGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right")
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

@@ -36,12 +36,10 @@ function Marathon2020Game:new()
self.grade_points = 0
self.grade_point_decay_counter = 0
self.max_grade_points = 0
self.cool_timer = 0
end
function Marathon2020Game:getARE()
if self.delay_level < 1 then return 27
if self.delay_level < 1 then return 27
elseif self.delay_level < 2 then return 24
elseif self.delay_level < 3 then return 21
elseif self.delay_level < 4 then return 18
@@ -60,7 +58,7 @@ function Marathon2020Game:getLineARE()
end
function Marathon2020Game:getDasLimit()
if self.delay_level < 1 then return 15
if self.delay_level < 1 then return 15
elseif self.delay_level < 3 then return 12
elseif self.delay_level < 5 then return 9
elseif self.delay_level < 8 then return 8
@@ -72,7 +70,7 @@ function Marathon2020Game:getDasLimit()
end
function Marathon2020Game:getLineClearDelay()
if self.delay_level < 1 then return 40
if self.delay_level < 1 then return 40
elseif self.delay_level < 3 then return 25
elseif self.delay_level < 4 then return 20
elseif self.delay_level < 5 then return 15
@@ -84,7 +82,7 @@ function Marathon2020Game:getLineClearDelay()
end
function Marathon2020Game:getLockDelay()
if self.delay_level < 6 then return 30
if self.delay_level < 6 then return 30
elseif self.delay_level < 7 then return 26
elseif self.delay_level < 8 then return 22
elseif self.delay_level < 9 then return 19
@@ -98,35 +96,35 @@ function Marathon2020Game:getLockDelay()
end
function Marathon2020Game:getGravity()
if self.level < 30 then return 4/256
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 < 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
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
@@ -144,7 +142,6 @@ function Marathon2020Game:advanceOneFrame()
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 4000 then
if self.grade >= 30 and self.section_cool_count >= 20 then self.grade = 31 end
self.completed = true
end
elseif self.ready_frames == 0 then
@@ -154,11 +151,11 @@ function Marathon2020Game:advanceOneFrame()
end
local cool_cutoffs = {
frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
frameTime(0,15,20)
sp(0,45,00), sp(0,41,50), sp(0,38,50), sp(0,35,00), sp(0,32,50),
sp(0,29,20), sp(0,27,20), sp(0,24,80), sp(0,22,80), sp(0,20,60),
sp(0,19,60), sp(0,19,40), sp(0,19,40), sp(0,18,40), sp(0,18,20),
sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20),
sp(0,15,20)
}
local levels_for_cleared_rows = { 1, 2, 4, 6 }
@@ -249,7 +246,6 @@ function Marathon2020Game:updateGrade(cleared_lines)
end
function Marathon2020Game:getTotalGrade()
if self.grade + self.section_cool_count > 50 then return "GM" end
return self.grade + self.section_cool_count
end
@@ -262,7 +258,7 @@ local function getSectionForLevel(level)
end
function Marathon2020Game:getEndOfSectionForSection(section)
if self.torikan_passed[900] == false and section == 10 then return 999
if self.torikan_passed[900] == false and section == 10 then return 999
elseif self.torikan_passed[1900] == false and section == 20 then return 2000
elseif section == 20 then return 2020
else return section * 100 end
@@ -288,11 +284,11 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
end
function Marathon2020Game:checkTorikan(section)
if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
if section == 5 and self.frames < sp(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < sp(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < sp(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < sp(11,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < sp(13,15,00) then self.torikan_passed[1900] = true end
end
function Marathon2020Game:checkClear(level)
@@ -305,7 +301,7 @@ function Marathon2020Game:checkClear(level)
level >= 2020
) then
if self.torikan_passed[500] == false then self.level = 500
if self.torikan_passed[500] == false then self.level = 500
elseif self.torikan_passed[900] == false then self.level = 999
elseif self.torikan_passed[1000] == false then self.level = 1000
elseif self.torikan_passed[1500] == false then self.level = 1500
@@ -329,9 +325,8 @@ end
function Marathon2020Game:updateSectionTimes(old_level, new_level)
function sectionCool(section)
self.section_cool_count = self.section_cool_count + 1
self.delay_level = math.min(20, self.delay_level + 1)
if section < 10 then table.insert(self.section_status, "cool") end
self.cool_timer = 300
if section < 10 then self.delay_level = math.min(20, self.delay_level + 1) end
table.insert(self.section_status, "cool")
end
local section = getSectionForLevel(old_level)
@@ -394,6 +389,7 @@ Marathon2020Game.mRollOpacityFunction = function(age)
end
function Marathon2020Game:qualifiesForMRoll()
return false -- until I actually have grading working
--[[
GM-roll requirements
@@ -404,8 +400,6 @@ You qualify for the GM roll if you:
- in less than 13:30.00 total.
]]--
return self.level >= 2020 and self:getTotalGrade() == 50 and self.frames <= frameTime(13,30)
end
function Marathon2020Game:drawGrid()
@@ -444,11 +438,6 @@ function Marathon2020Game:drawScoringInfo()
self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
if (self.cool_timer > 0) then
love.graphics.printf("COOL!!", 64, 400, 160, "center")
self.cool_timer = self.cool_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
love.graphics.printf(self.grade_points, text_x, 220, 90, "left")

View File

@@ -12,28 +12,21 @@ MarathonA1Game.hash = "MarathonA1"
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
function MarathonA1Game:new()
MarathonA1Game.super:new()
MarathonA1Game.super:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.combo = 1
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
}
self.randomizer = History4RollsRandomizer()
self.lock_drop = false
self.enable_hard_drop = false
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
@@ -59,60 +52,60 @@ function MarathonA1Game:getLockDelay()
end
local function getRankForScore(score)
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
end
function MarathonA1Game:getGravity()
local level = self.level
if (level < 30) then return 4/256
elseif (level < 35) then return 6/256
elseif (level < 40) then return 8/256
elseif (level < 50) then return 10/256
elseif (level < 60) then return 12/256
elseif (level < 70) then return 16/256
elseif (level < 80) then return 32/256
elseif (level < 90) then return 48/256
elseif (level < 100) then return 64/256
elseif (level < 120) then return 80/256
elseif (level < 140) then return 96/256
elseif (level < 160) then return 112/256
elseif (level < 170) then return 128/256
elseif (level < 200) then return 144/256
elseif (level < 220) then return 4/256
elseif (level < 230) then return 32/256
elseif (level < 233) then return 64/256
elseif (level < 236) then return 96/256
elseif (level < 239) then return 128/256
elseif (level < 243) then return 160/256
elseif (level < 247) then return 192/256
elseif (level < 251) then return 224/256
elseif (level < 300) then return 1
elseif (level < 330) then return 2
elseif (level < 360) then return 3
elseif (level < 400) then return 4
elseif (level < 420) then return 5
elseif (level < 450) then return 4
elseif (level < 500) then return 3
else return 20
end
local level = self.level
if (level < 30) then return 4/256
elseif (level < 35) then return 6/256
elseif (level < 40) then return 8/256
elseif (level < 50) then return 10/256
elseif (level < 60) then return 12/256
elseif (level < 70) then return 16/256
elseif (level < 80) then return 32/256
elseif (level < 90) then return 48/256
elseif (level < 100) then return 64/256
elseif (level < 120) then return 80/256
elseif (level < 140) then return 96/256
elseif (level < 160) then return 112/256
elseif (level < 170) then return 128/256
elseif (level < 200) then return 144/256
elseif (level < 220) then return 4/256
elseif (level < 230) then return 32/256
elseif (level < 233) then return 64/256
elseif (level < 236) then return 96/256
elseif (level < 239) then return 128/256
elseif (level < 243) then return 160/256
elseif (level < 247) then return 192/256
elseif (level < 251) then return 224/256
elseif (level < 300) then return 1
elseif (level < 330) then return 2
elseif (level < 360) then return 3
elseif (level < 400) then return 4
elseif (level < 420) then return 5
elseif (level < 450) then return 4
elseif (level < 500) then return 3
else return 20
end
end
function MarathonA1Game:advanceOneFrame()
@@ -134,47 +127,45 @@ function MarathonA1Game:onPieceEnter()
end
function MarathonA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
self.level = 999
self.clear = true
else
self.level = new_level
end
self.level = new_level
end
end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if self.clear then return end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
self.lines = self.lines + cleared_lines
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
if self.score > 12000 and self.frames <= sp(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
if self.score > 40000 and self.frames <= sp(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
if self.score > 126000 and self.frames <= sp(13,30) then
self.gm_conditions["level900"] = true
end
end
end
@@ -194,23 +185,17 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
@@ -218,11 +203,7 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end

View File

@@ -15,10 +15,10 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
function MarathonA2Game:new()
MarathonA2Game.super:new()
MarathonA2Game.super:new()
self.roll_frames = 0
self.combo = 1
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.grade_points = 0
@@ -26,89 +26,83 @@ function MarathonA2Game:new()
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.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.lock_hard_drop = false
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
if self.grade == 32 then
@@ -127,33 +121,32 @@ function MarathonA2Game:onPieceEnter()
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
function MarathonA2Game:onLineClear(cleared_row_count)
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
if self:qualifiesForMRoll() then
self.grade = 32
end
self.grid:clear()
self.roll_frames = -150
end
end
function MarathonA2Game:onLineClear(cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end
function MarathonA2Game:updateSectionTimes(old_level, new_level)
@@ -253,7 +246,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
end
end
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
function MarathonA2Game:qualifiesForMRoll()
if not self.clear then return false end
@@ -267,7 +260,7 @@ function MarathonA2Game:qualifiesForMRoll()
local section_average = 0
for section = 0, 4 do
section_average = section_average + self.section_times[section]
if self.section_times[section] > frameTime(1,05) then
if self.section_times[section] > sp(1,05) then
return false
end
end
@@ -280,7 +273,7 @@ function MarathonA2Game:qualifiesForMRoll()
return false
end
end
if self.grade < 31 or self.frames > frameTime(8,45) then
if self.grade < 17 or self.frames > sp(8,45) then
return false
end
return true
@@ -310,12 +303,12 @@ MarathonA2Game.mRollOpacityFunction = function(age)
else return 1 - age / 4 end
end
function MarathonA2Game:drawGrid()
function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then
if self:qualifiesForMRoll() then
self.grid:drawInvisible(self.mRollOpacityFunction, nil, false)
self.grid:drawInvisible(self.mRollOpacityFunction)
else
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
self.grid:drawInvisible(self.rollOpacityFunction)
end
else
self.grid:draw()
@@ -332,35 +325,18 @@ function MarathonA2Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
if self.clear then
if self:qualifiesForMRoll() then
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
else
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
end
end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -15,11 +15,11 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
function MarathonA3Game:new()
MarathonA3Game.super:new()
self.speed_level = 0
MarathonA3Game.super:new()
self.speed_level = 0
self.roll_frames = 0
self.combo = 1
self.combo = 1
self.grade = 0
self.grade_points = 0
self.roll_points = 0
@@ -29,99 +29,87 @@ function MarathonA3Game:new()
self.section_start_time = 0
self.section_70_times = { [0] = 0 }
self.section_times = { [0] = 0 }
self.section_cool = false
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
self.torikan_passed = false
end
function MarathonA3Game:getARE()
if self.speed_level < 700 then return 27
elseif self.speed_level < 800 then return 18
elseif self.speed_level < 1000 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
if self.speed_level < 700 then return 27
elseif self.speed_level < 800 then return 18
elseif self.speed_level < 1000 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
end
function MarathonA3Game:getLineARE()
if self.speed_level < 600 then return 27
elseif self.speed_level < 700 then return 18
elseif self.speed_level < 800 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
if self.speed_level < 600 then return 27
elseif self.speed_level < 700 then return 18
elseif self.speed_level < 800 then return 14
elseif self.speed_level < 1100 then return 8
elseif self.speed_level < 1200 then return 7
else return 6 end
end
function MarathonA3Game:getDasLimit()
if self.speed_level < 500 then return 15
elseif self.speed_level < 900 then return 9
else return 7 end
if self.speed_level < 500 then return 15
elseif self.speed_level < 900 then return 9
else return 7 end
end
function MarathonA3Game:getLineClearDelay()
if self.speed_level < 500 then return 40
elseif self.speed_level < 600 then return 25
elseif self.speed_level < 700 then return 16
elseif self.speed_level < 800 then return 12
elseif self.speed_level < 1100 then return 6
elseif self.speed_level < 1200 then return 5
else return 4 end
if self.speed_level < 500 then return 40
elseif self.speed_level < 600 then return 25
elseif self.speed_level < 700 then return 16
elseif self.speed_level < 800 then return 12
elseif self.speed_level < 1100 then return 6
elseif self.speed_level < 1200 then return 5
else return 4 end
end
function MarathonA3Game:getLockDelay()
if self.speed_level < 900 then return 30
elseif self.speed_level < 1100 then return 17
else return 15 end
if self.speed_level < 900 then return 30
elseif self.speed_level < 1100 then return 17
else return 15 end
end
function MarathonA3Game:getGravity()
if (self.speed_level < 30) then return 4/256
elseif (self.speed_level < 35) then return 6/256
elseif (self.speed_level < 40) then return 8/256
elseif (self.speed_level < 50) then return 10/256
elseif (self.speed_level < 60) then return 12/256
elseif (self.speed_level < 70) then return 16/256
elseif (self.speed_level < 80) then return 32/256
elseif (self.speed_level < 90) then return 48/256
elseif (self.speed_level < 100) then return 64/256
elseif (self.speed_level < 120) then return 80/256
elseif (self.speed_level < 140) then return 96/256
elseif (self.speed_level < 160) then return 112/256
elseif (self.speed_level < 170) then return 128/256
elseif (self.speed_level < 200) then return 144/256
elseif (self.speed_level < 220) then return 4/256
elseif (self.speed_level < 230) then return 32/256
elseif (self.speed_level < 233) then return 64/256
elseif (self.speed_level < 236) then return 96/256
elseif (self.speed_level < 239) then return 128/256
elseif (self.speed_level < 243) then return 160/256
elseif (self.speed_level < 247) then return 192/256
elseif (self.speed_level < 251) then return 224/256
elseif (self.speed_level < 300) then return 1
elseif (self.speed_level < 330) then return 2
elseif (self.speed_level < 360) then return 3
elseif (self.speed_level < 400) then return 4
elseif (self.speed_level < 420) then return 5
elseif (self.speed_level < 450) then return 4
elseif (self.speed_level < 500) then return 3
else return 20
end
if (self.speed_level < 30) then return 4/256
elseif (self.speed_level < 35) then return 6/256
elseif (self.speed_level < 40) then return 8/256
elseif (self.speed_level < 50) then return 10/256
elseif (self.speed_level < 60) then return 12/256
elseif (self.speed_level < 70) then return 16/256
elseif (self.speed_level < 80) then return 32/256
elseif (self.speed_level < 90) then return 48/256
elseif (self.speed_level < 100) then return 64/256
elseif (self.speed_level < 120) then return 80/256
elseif (self.speed_level < 140) then return 96/256
elseif (self.speed_level < 160) then return 112/256
elseif (self.speed_level < 170) then return 128/256
elseif (self.speed_level < 200) then return 144/256
elseif (self.speed_level < 220) then return 4/256
elseif (self.speed_level < 230) then return 32/256
elseif (self.speed_level < 233) then return 64/256
elseif (self.speed_level < 236) then return 96/256
elseif (self.speed_level < 239) then return 128/256
elseif (self.speed_level < 243) then return 160/256
elseif (self.speed_level < 247) then return 192/256
elseif (self.speed_level < 251) then return 224/256
elseif (self.speed_level < 300) then return 1
elseif (self.speed_level < 330) then return 2
elseif (self.speed_level < 360) then return 3
elseif (self.speed_level < 400) then return 4
elseif (self.speed_level < 420) then return 5
elseif (self.speed_level < 450) then return 4
elseif (self.speed_level < 500) then return 3
else return 20
end
end
function MarathonA3Game:advanceOneFrame()
@@ -149,41 +137,36 @@ end
function MarathonA3Game:onPieceEnter()
if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then
self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1
self.speed_level = self.speed_level + 1
self.torikan_passed = self.level >= 500 and true or false
end
self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1
self.speed_level = self.speed_level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
function MarathonA3Game:onLineClear(cleared_row_count)
local advanced_levels = cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, self.level + advanced_levels)
if not self.clear then
self.level = math.min(self.level + advanced_levels, 999)
end
self.speed_level = self.speed_level + advanced_levels
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
self.level = 500
self.game_over = true
end
local advanced_levels = cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, self.level + advanced_levels)
if not self.clear then
self.level = math.min(self.level + advanced_levels, 999)
end
self.speed_level = self.speed_level + advanced_levels
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
end
local cool_cutoffs = {
frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
sp(0,52), sp(0,52), sp(0,49), sp(0,45), sp(0,45),
sp(0,42), sp(0,42), sp(0,38), sp(0,38),
}
local regret_cutoffs = {
frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
sp(0,90), sp(0,75), sp(0,75), sp(0,68), sp(0,60),
sp(0,60), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
}
function MarathonA3Game:updateSectionTimes(old_level, new_level)
@@ -196,53 +179,42 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
if section_time > regret_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret")
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
elseif self.section_cool then
elseif section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool")
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool")
else
table.insert(self.section_status, "none")
end
self.section_cool = false
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
-- record section 70 time
section_70_time = self.frames - self.section_start_time
table.insert(self.section_70_times, section_70_time)
if section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
end
end
end
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
self:updateGrade(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:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -362,8 +334,6 @@ function MarathonA3Game:getLetterGrade()
return "M" .. tostring(grade - 17)
elseif grade < 32 then
return master_grades[grade - 26]
elseif grade >= 32 and self.roll_frames < 3238 then
return "MM"
else
return "GM"
end
@@ -402,16 +372,12 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
-- draw section time data
current_section = math.floor(self.level / 100) + 1
@@ -438,25 +404,14 @@ function MarathonA3Game:drawScoringInfo()
current_x = section_70_x
end
if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end

View File

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

View File

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

View File

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

View File

@@ -1,176 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local MarathonAX4Game = GameMode:extend()
MarathonAX4Game.name = "Marathon AX4"
MarathonAX4Game.hash = "MarathonAX4"
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX4Game:new()
MarathonAX4Game.super:new()
self.roll_frames = 0
self.randomizer = Bag7NoSZOStartRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX4Game:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function MarathonAX4Game:getLineARE()
return self:getARE()
end
function MarathonAX4Game:getDasLimit()
if self.lines < 20 then return 10
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function MarathonAX4Game:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 9
else return 5 end
end
function MarathonAX4Game:getLockDelay()
if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
elseif self.lines < 40 then return 20
elseif self.lines < 50 then return 18
elseif self.lines < 70 then return 14
else return 13 end
end
function MarathonAX4Game:getGravity()
return 20
end
function MarathonAX4Game:getSection()
return math.floor(level / 100) + 1
end
function MarathonAX4Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function MarathonAX4Game:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150)
if self.lines == 150 then
self.grid:clear()
self.clear = true
self.roll_frames = -150
end
end
end
function MarathonAX4Game:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function MarathonAX4Game:onPieceEnter()
self.section_clear = false
end
function MarathonAX4Game:drawGrid(ruleset)
self.grid:draw()
end
function MarathonAX4Game:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonAX4Game:drawScoringInfo()
MarathonAX4Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
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
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
if self.lines < 150 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonAX4Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonAX4Game:getBackground()
return math.floor(self.lines / 10)
end
return MarathonAX4Game

View File

@@ -0,0 +1,185 @@
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 .. " " ..
st(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

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

170
tetris/modes/pacer_test.lua Normal file
View File

@@ -0,0 +1,170 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local PacerTest = GameMode:extend()
PacerTest.name = "TetrisGram™ Pacer Test"
PacerTest.hash = "PacerTest"
PacerTest.tagline = ""
local function getLevelFrames(level)
if level == 1 then return 72 * 60 / 8.0
else return 72 * 60 / (8 + level * 0.5)
end
end
local level_end_sections = {
7, 15, 23, 32, 41, 51, 61, 72, 83, 94,
106, 118, 131, 144, 157, 171, 185, 200,
215, 231, 247
}
function PacerTest:new()
PacerTest.super:new()
self.ready_frames = 2430
self.clear_frames = 0
self.randomizer = History6RollsRandomizer()
self.level = 1
self.section = 0
self.level_frames = 0
self.section_lines = 0
self.section_clear = false
self.strikes = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.next_queue_length = 3
end
function PacerTest:initialize(ruleset)
for i = 1, 30 do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.level_frames = getLevelFrames(1)
switchBGM("pacer_test")
end
function PacerTest:getARE()
return 0
end
function PacerTest:getLineARE()
return 0
end
function PacerTest:getDasLimit()
return 8
end
function PacerTest:getLineClearDelay()
return 6
end
function PacerTest:getLockDelay()
return 30
end
function PacerTest:getGravity()
return 1/64
end
function PacerTest:getSection()
return math.floor(level / 100) + 1
end
function PacerTest:advanceOneFrame()
if self.clear then
self.clear_frames = self.clear_frames + 1
if self.clear_frames > 600 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
self.level_frames = self.level_frames - 1
if self.level_frames <= 0 then
self:checkSectionStatus()
self.section = self.section + 1
if self.section >= level_end_sections[self.level] then
self.level = self.level + 1
end
self.level_frames = self.level_frames + getLevelFrames(self.level)
end
end
return true
end
function PacerTest:checkSectionStatus()
if self.section_clear then
self.strikes = 0
self.section_clear = false
else
self.strikes = self.strikes + 1
if self.strikes >= 2 then
self.game_over = true
fadeoutBGM(2.5)
end
end
self.section_lines = 0
end
function PacerTest:onLineClear(cleared_row_count)
self.section_lines = self.section_lines + cleared_row_count
if self.section_lines >= 3 then
self.section_clear = true
end
end
function PacerTest:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function PacerTest:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function PacerTest:drawScoringInfo()
PacerTest.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 224, 70, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
for i = 1, math.min(self.strikes, 3) do
love.graphics.draw(misc_graphics["strike"], text_x + (i - 1) * 30, 280)
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.section_lines .. "/3", text_x, 244, 40, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.section, text_x, 370, 40, "right")
end
function PacerTest:getBackground()
return math.min(self.level - 1, 19)
end
return PacerTest

View File

@@ -15,14 +15,7 @@ function PhantomManiaGame:new()
PhantomManiaGame.super:new()
self.lock_drop = true
self.lock_hard_drop = true
self.next_queue_length = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.roll_frames = 0
self.combo = 1
@@ -30,7 +23,7 @@ function PhantomManiaGame:new()
end
function PhantomManiaGame:getARE()
if self.level < 100 then return 18
if self.level < 100 then return 18
elseif self.level < 200 then return 14
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
@@ -38,14 +31,14 @@ function PhantomManiaGame:getARE()
end
function PhantomManiaGame:getLineARE()
if self.level < 100 then return 18
if self.level < 100 then return 18
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
end
function PhantomManiaGame:getDasLimit()
if self.level < 200 then return 11
if self.level < 200 then return 11
elseif self.level < 300 then return 10
elseif self.level < 400 then return 9
else return 7 end
@@ -56,7 +49,7 @@ function PhantomManiaGame:getLineClearDelay()
end
function PhantomManiaGame:getLockDelay()
if self.level < 100 then return 30
if self.level < 100 then return 30
elseif self.level < 200 then return 26
elseif self.level < 300 then return 22
elseif self.level < 400 then return 18
@@ -68,15 +61,15 @@ function PhantomManiaGame:getGravity()
end
function PhantomManiaGame:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then
if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then
if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then
self.level = 800
return true
end
@@ -118,17 +111,16 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
end
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -139,7 +131,7 @@ end
function PhantomManiaGame:drawGrid()
if not (self.game_over or self.clear) then
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
@@ -169,16 +161,12 @@ function PhantomManiaGame:drawScoringInfo()
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then
@@ -187,9 +175,6 @@ function PhantomManiaGame:drawScoringInfo()
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function PhantomManiaGame:getSectionEndLevel()

View File

@@ -16,6 +16,7 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
function PhantomMania2Game:new()
PhantomMania2Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
@@ -25,31 +26,21 @@ function PhantomMania2Game:new()
self.hold_age = 0
self.queue_age = 0
self.roll_points = 0
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = ""
self.coolregret_timer = 0
end
function PhantomMania2Game:getARE()
if self.level < 300 then return 12
if self.level < 300 then return 12
else return 6 end
end
function PhantomMania2Game:getLineARE()
if self.level < 100 then return 8
if self.level < 100 then return 8
elseif self.level < 200 then return 7
elseif self.level < 500 then return 6
elseif self.level < 1300 then return 5
@@ -57,7 +48,7 @@ function PhantomMania2Game:getLineARE()
end
function PhantomMania2Game:getDasLimit()
if self.level < 200 then return 9
if self.level < 200 then return 9
elseif self.level < 500 then return 7
else return 5 end
end
@@ -67,7 +58,7 @@ function PhantomMania2Game:getLineClearDelay()
end
function PhantomMania2Game:getLockDelay()
if self.level < 200 then return 18
if self.level < 200 then return 18
elseif self.level < 300 then return 17
elseif self.level < 500 then return 15
elseif self.level < 600 then return 13
@@ -95,19 +86,19 @@ function PhantomMania2Game:getNextPiece(ruleset)
end
function PhantomMania2Game:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,02) then
if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,03) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(4,45) then
if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then
self.level = 800
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,38) then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then
self.level = 1000
return true
end
@@ -125,8 +116,6 @@ function PhantomMania2Game:advanceOneFrame()
return false
elseif self.roll_frames > 3238 then
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
end
elseif self.ready_frames == 0 then
@@ -148,8 +137,7 @@ function PhantomMania2Game:onPieceEnter()
end
local cleared_row_levels = {1, 2, 4, 6}
local torikan_roll_points = {10, 20, 30, 100}
local big_roll_points = {10, 20, 100, 200}
local cleared_row_points = {2, 6, 15, 40}
function PhantomMania2Game:onLineClear(cleared_row_count)
if not self.clear then
@@ -168,8 +156,7 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end
self:advanceBottomRow(-cleared_row_count)
else
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
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count]
if self.roll_points >= 100 then
self.roll_points = self.roll_points - 100
self.grade = self.grade + 1
@@ -178,41 +165,38 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function PhantomMania2Game:onHold()
self.super.onHold()
self.hold_age = 0
end
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
local cool_cutoffs = {
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
frameTime(0,27), frameTime(0,27), frameTime(0,27),
sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36),
sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30),
sp(0,27), sp(0,27), sp(0,27),
}
local regret_cutoffs = {
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
frameTime(0,35), frameTime(0,35), frameTime(0,35),
sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40),
sp(0,35), sp(0,35), sp(0,35),
}
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
@@ -223,13 +207,8 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
self.section_start_time = self.frames
if section_time <= cool_cutoffs[section] then
self.grade = self.grade + 2
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif section_time <= regret_cutoffs[section] then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
@@ -306,17 +285,6 @@ function PhantomMania2Game:drawScoringInfo()
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
self:drawSectionTimesWithSplits(math.floor(self.level / 100) + 1)
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
@@ -327,10 +295,6 @@ function PhantomMania2Game:drawScoringInfo()
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function PhantomMania2Game:getBackground()

View File

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

129
tetris/modes/race_40.lua Normal file
View File

@@ -0,0 +1,129 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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 = History6RollsRandomizer()
self.roll_frames = 0
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function Race40Game:getDropSpeed()
return 20
end
function Race40Game:getARR()
return 0
end
function Race40Game:getARE()
return 4
end
function Race40Game:getLineARE()
return 2
end
function Race40Game:getDasLimit()
return 6
end
function Race40Game:getLineClearDelay()
return 2
end
function Race40Game:getLockDelay()
return 30
end
function Race40Game:getGravity()
return 20
end
function Race40Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function Race40Game:onPieceLock()
self.pieces = self.pieces + 1
end
function Race40Game:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
if self.lines >= self.line_goal then
self.clear = true
end
end
end
function Race40Game:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function Race40Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function Race40Game:drawScoringInfo()
Race40Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 320, 40, "left")
love.graphics.printf("line/min", text_x, 160, 80, "left")
love.graphics.printf("piece/sec", text_x, 220, 80, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(string.format("%.02f", self.lines / math.max(1, self.frames) * 3600), text_x, 180, 80, "left")
love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 240, 80, "left")
love.graphics.setFont(font_3x5_4)
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
end
function Race40Game:getBackground()
return 2
end
return Race40Game

View File

@@ -16,6 +16,7 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
function StrategyGame:new()
StrategyGame.super:new()
self.level = 0
self.clear = false
self.completed = false
self.roll_frames = 0
@@ -27,7 +28,7 @@ function StrategyGame:new()
end
function StrategyGame:getARE()
if self.level < 100 then return 60
if self.level < 100 then return 60
elseif self.level < 200 then return 54
elseif self.level < 300 then return 48
elseif self.level < 400 then return 42
@@ -52,7 +53,7 @@ function StrategyGame:getLineClearDelay()
end
function StrategyGame:getLockDelay()
if self.level < 500 then return 8
if self.level < 500 then return 8
elseif self.level < 700 then return 6
else return 4 end
end
@@ -83,7 +84,7 @@ function StrategyGame:advanceOneFrame()
end
function StrategyGame:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
@@ -98,17 +99,16 @@ function StrategyGame:onLineClear(cleared_row_count)
end
function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 40, "right")
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
end

View File

@@ -27,7 +27,6 @@ function Survival2020Game:new()
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
@@ -46,7 +45,7 @@ function Survival2020Game:getLineARE()
end
function Survival2020Game:getDasLimit()
if self.level < 200 then return 9
if self.level < 200 then return 9
elseif self.level < 500 then return 7
elseif self.level < 1000 then return 5
elseif self.level < 1500 then return 4
@@ -103,15 +102,15 @@ function Survival2020Game:getNextPiece(ruleset)
end
function Survival2020Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,00) then
self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,00) then
self.level = 1000
return true
end
if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then
if old_level < 1500 and new_level >= 1500 and self.frames > sp(7,00) then
self.level = 1500
return true
end
@@ -175,17 +174,16 @@ function Survival2020Game:onLineClear(cleared_row_count)
end
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -195,7 +193,7 @@ function Survival2020Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= frameTime(0,30) then
if section_time <= sp(0,30) then
self.grade = self.grade + 2
else
self.grade = self.grade + 1

View File

@@ -15,28 +15,20 @@ SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
function SurvivalA1Game:new()
SurvivalA1Game.super:new()
SurvivalA1Game.super:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.combo = 1
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
}
self.randomizer = History4RollsRandomizer()
self.lock_drop = false
self.enable_hard_drop = false
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
@@ -62,29 +54,29 @@ function SurvivalA1Game:getLockDelay()
end
function SurvivalA1Game:getGravity()
return 20
return 20
end
local function getRankForScore(score)
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
end
function SurvivalA1Game:advanceOneFrame()
@@ -106,48 +98,43 @@ function SurvivalA1Game:onPieceEnter()
end
function SurvivalA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
if self.level == 999 then
self.clear = true
else
self.level = new_level
self.level = new_level
end
end
end
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1
end
end
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
if self.score > 12000 and self.frames <= sp(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
if self.score > 40000 and self.frames <= sp(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
if self.score > 126000 and self.frames <= sp(13,30) then
self.gm_conditions["level900"] = true
end
end
end
@@ -164,23 +151,17 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
@@ -188,10 +169,6 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -19,15 +19,8 @@ function SurvivalA2Game:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
end
function SurvivalA2Game:getARE()
@@ -69,7 +62,7 @@ function SurvivalA2Game:getGravity()
end
function SurvivalA2Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,25) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,25) then
self.level = 500
return true
end
@@ -89,7 +82,7 @@ function SurvivalA2Game:advanceOneFrame()
end
function SurvivalA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
@@ -99,9 +92,6 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 or self:hitTorikan(self.level, new_level) then
self.clear = true
if self.level < 999 then
self.game_over = true
end
else
self.level = new_level
end
@@ -109,25 +99,22 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
end
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1
end
end
function SurvivalA2Game:getLetterGrade()
if self.level >= 999 then return "GM"
elseif self.level > 500 then return "M"
elseif self.level == 500 and not self.clear then return "M"
elseif self.level >= 500 then return "M"
else return "" end
end
@@ -145,28 +132,18 @@ function SurvivalA2Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if self:getLetterGrade() ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function SurvivalA2Game:getSectionEndLevel()

View File

@@ -12,8 +12,11 @@ SurvivalA3Game.hash = "SurvivalA3"
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
function SurvivalA3Game:new()
SurvivalA3Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
@@ -21,37 +24,19 @@ function SurvivalA3Game:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
end
function SurvivalA3Game:initialize(ruleset)
self.torikan_time = frameTime(2,28)
if ruleset.world then self.torikan_time = frameTime(3,03) end
self.super.initialize(self, ruleset)
-- ^ notice the . here instead of the :
end
function SurvivalA3Game:getARE()
if self.level < 300 then return 12
if self.level < 300 then return 12
else return 6 end
end
function SurvivalA3Game:getLineARE()
if self.level < 100 then return 8
if self.level < 100 then return 8
elseif self.level < 200 then return 7
elseif self.level < 500 then return 6
elseif self.level < 1300 then return 5
@@ -59,7 +44,7 @@ function SurvivalA3Game:getLineARE()
end
function SurvivalA3Game:getDasLimit()
if self.level < 100 then return 9
if self.level < 100 then return 9
elseif self.level < 500 then return 7
else return 5 end
end
@@ -70,7 +55,7 @@ function SurvivalA3Game:getLineClearDelay()
end
function SurvivalA3Game:getLockDelay()
if self.level < 200 then return 18
if self.level < 200 then return 18
elseif self.level < 300 then return 17
elseif self.level < 500 then return 15
elseif self.level < 600 then return 13
@@ -101,11 +86,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
end
function SurvivalA3Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > self.torikan_time then
if old_level < 500 and new_level >= 500 and self.frames > sp(2,28) then
self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > self.torikan_time*2 then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(4,56) then
self.level = 1000
return true
end
@@ -138,21 +123,20 @@ function SurvivalA3Game:onPieceEnter()
end
local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
function SurvivalA3Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.big_mode = true
self.roll_frames = -150
else
self.game_over = true
end
self.clear = true
self.grid:clear()
self.roll_frames = -150
else
self.level = math.min(new_level, 1300)
end
@@ -161,22 +145,20 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
end
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -186,11 +168,8 @@ function SurvivalA3Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= frameTime(1,00) then
if section_time <= sp(1,00) then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
@@ -228,24 +207,12 @@ function SurvivalA3Game:drawScoringInfo()
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
@@ -253,9 +220,6 @@ function SurvivalA3Game:drawScoringInfo()
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function SurvivalA3Game:getBackground()

View File

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

View File

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

View File

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

View File

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

View File

@@ -3,21 +3,15 @@ local Randomizer = require 'tetris.randomizers.randomizer'
local History4RollsRandomizer = Randomizer:extend()
function History4RollsRandomizer:initialize()
self.history = {"Z", "Z", "Z", "Z"}
self.first = true
self.history = {"Z", "S", "Z", "S"}
end
function History4RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do
local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do
local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end
end
end

View File

@@ -4,20 +4,14 @@ local History6RollsRandomizer = Randomizer:extend()
function History6RollsRandomizer:initialize()
self.history = {"Z", "S", "Z", "S"}
self.first = true
end
function History6RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do
local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do
local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end
end
end

View File

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

View File

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

View File

@@ -17,10 +17,10 @@ ARS.spawn_positions = {
}
ARS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
@@ -81,19 +81,11 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
-- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
@@ -110,14 +102,7 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

193
tetris/rulesets/arika_ace.lua Executable file → Normal file
View File

@@ -1,205 +1,32 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ArikaTI = require 'tetris.rulesets.arika_ti'
local ARS = Ruleset:extend()
local ARS = ArikaTI:extend()
ARS.name = "ACE-ARS"
ARS.hash = "ArikaACE"
ARS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
ARS.softdrop_lock = false
ARS.harddrop_lock = true
ARS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
ARS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
ARS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
-- Component functions.
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 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})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
else
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
end
ARS.name = "Ace-ARS"
ARS.hash = "ArikaAce"
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.manipulations = 0
piece.rotate_counter = 0
piece.move_counter = 0
end
function ARS:onPieceDrop(piece, grid)
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 >= 128 then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 128 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 128 then
piece.locked = true
end
end
if piece.floorkick >= 1 then
piece.floorkick = piece.floorkick + 1
end
self:onPieceMove(piece, grid)
end
function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS
return ARS

View File

@@ -1,192 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ARS = Ruleset:extend()
ARS.name = "ACE-ARS2"
ARS.hash = "ArikaACE2"
ARS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
ARS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
ARS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
-- Component functions.
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 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})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
else
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
end
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.manipulations = 0
end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
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 >= 128 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 128 then
piece.locked = true
end
end
if piece.floorkick >= 1 then
piece.floorkick = piece.floorkick + 1
end
end
function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -1,195 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
},
[1]={
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={},
},
[2]={
[0]={},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
},
[3]={
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
[1]={},
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
end
function SRS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
return SRS

View File

@@ -17,10 +17,10 @@ ARS.spawn_positions = {
}
ARS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
@@ -84,24 +84,15 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
if piece.shape == "I" then
-- special kick rules for I
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
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})
@@ -125,20 +116,12 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.floorkick = 1
end
end
else
elseif piece.shape ~= "I" then
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
@@ -150,25 +133,9 @@ 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()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

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

View File

@@ -6,79 +6,10 @@ local Ruleset = Object:extend()
Ruleset.name = ""
Ruleset.hash = ""
-- Arika-type ruleset defaults
Ruleset.world = false
Ruleset.colourscheme = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
}
Ruleset.softdrop_lock = true
Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
Ruleset.are_cancel = false
-- Component functions.
function Ruleset:new()
if config.gamesettings.piece_colour == 1 then
blocks["bone"] = (not self.world) and
{
R = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
} or {
R = love.graphics.newImage("res/img/bonew.png"),
O = love.graphics.newImage("res/img/bonew.png"),
Y = love.graphics.newImage("res/img/bonew.png"),
G = love.graphics.newImage("res/img/bonew.png"),
C = love.graphics.newImage("res/img/bonew.png"),
B = love.graphics.newImage("res/img/bonew.png"),
M = love.graphics.newImage("res/img/bonew.png"),
F = love.graphics.newImage("res/img/bonew.png"),
A = love.graphics.newImage("res/img/bonew.png"),
X = love.graphics.newImage("res/img/bonew.png"),
}
else
blocks["bone"] = (config.gamesettings.piece_colour == 2) and
{
R = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
} or {
R = love.graphics.newImage("res/img/bonew.png"),
O = love.graphics.newImage("res/img/bonew.png"),
Y = love.graphics.newImage("res/img/bonew.png"),
G = love.graphics.newImage("res/img/bonew.png"),
C = love.graphics.newImage("res/img/bonew.png"),
B = love.graphics.newImage("res/img/bonew.png"),
M = love.graphics.newImage("res/img/bonew.png"),
F = love.graphics.newImage("res/img/bonew.png"),
A = love.graphics.newImage("res/img/bonew.png"),
X = love.graphics.newImage("res/img/bonew.png"),
}
end
end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
local new_inputs = {}
@@ -108,9 +39,6 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
end
if rot_dir == 0 then return end
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
@@ -181,7 +109,7 @@ function Ruleset:getDefaultOrientation() return 1 end
function Ruleset:initializePiece(
inputs, data, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, big, irs
drop_locked, hard_drop_locked, big
)
local spawn_positions
if big then
@@ -189,15 +117,13 @@ function Ruleset:initializePiece(
else
spawn_positions = self.spawn_positions
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
}, self.block_offsets, 0, 0, data.skin, big)
self:onPieceCreate(piece)
if irs then self:rotatePiece(inputs, piece, grid, {}, true) end
self:rotatePiece(inputs, piece, grid, {}, true)
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
return piece
end

View File

@@ -3,41 +3,29 @@ local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Guideline SRS"
SRS.name = "SRS"
SRS.hash = "Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
SRS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
SRS.block_offsets = {
@@ -131,16 +119,6 @@ SRS.wallkicks_line = {
},
};
function SRS:check_new_low(piece)
for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y
if y > piece.lowest_y then
piece.manipulations = 0
piece.lowest_y = y
end
end
end
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
@@ -169,24 +147,19 @@ function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.lowest_y = -math.huge
piece.rotate_counter = 0
piece.move_counter = 0
end
function SRS:onPieceDrop(piece, grid)
self:check_new_low(piece)
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
piece.locked = true
else
piece.lock_delay = 0 -- step reset
end
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 15 then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 24 then
piece.locked = true
end
end
@@ -194,10 +167,9 @@ end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
self:check_new_low(piece)
piece.manipulations = piece.manipulations + 1
if piece:isDropBlocked(grid) then
if piece.manipulations >= 15 then
piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 12 then
piece.locked = true
end
end

View File

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

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@@ -1,196 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.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.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 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
},
[1]={
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={},
},
[2]={
[0]={},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
},
[3]={
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
[1]={},
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
end
function SRS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.locked = true
end
end
end
function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
return SRS

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@@ -0,0 +1,102 @@
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

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@@ -0,0 +1,235 @@
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

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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

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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