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25 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
57c7d9c4c3 v0.3-beta1: Sakura done 2021-01-04 18:01:29 -05:00
Ishaan Bhardwaj
9f52d8bf10 relocated non bgm to modpack 2021-01-04 14:43:39 -05:00
Ishaan Bhardwaj
57bd6a8286 Almost done with Sakura 2021-01-03 23:18:57 -05:00
Oshisaure
1a68cd8fce More work on sakura, Xray and colour block effects implemented. Added Grid:drawCustom() to handle custom opacity/tint effects. 2021-01-03 00:05:54 +00:00
Ishaan Bhardwaj
56baf46839 Sakura *should* be complete now, please bug-report 2021-01-02 14:31:53 -05:00
Ishaan Bhardwaj
305d07e10a Sakura beta v2.k 2021-01-02 14:10:01 -05:00
Ishaan Bhardwaj
8d954cabc2 Sakura Beta v2.j 2021-01-02 12:56:52 -05:00
Ishaan Bhardwaj
0281220ea0 Sakura Beta v2.i 2021-01-02 12:51:00 -05:00
Ishaan Bhardwaj
aef5d88d3f Sakura Beta v2.h 2021-01-02 12:36:26 -05:00
Ishaan Bhardwaj
3676f7697c Sakura Beta v2 2021-01-02 12:21:10 -05:00
Ishaan Bhardwaj
acb0eb1a71 Sakura mode beta 2020-12-30 15:19:53 -05:00
Ishaan Bhardwaj
a89bf05cab Fixed an issue with controllers on the menu 2020-12-29 22:55:51 -05:00
Ishaan Bhardwaj
8008315994 Condensed ARE canceling code a bit 2020-12-29 14:00:11 -05:00
Ishaan Bhardwaj
90f62cb7dd Refactored ARE cancel 2020-12-28 23:32:41 -05:00
Oshisaure
eaee5fc7f0 Tweaked rotation/manipulation behaviour on SRS rules.
Also changed order of operations to call onPieceRotate in Rulesets after actually rotating the piece.
2020-12-28 03:41:26 +00:00
Ishaan Bhardwaj
e3b038b5a7 A festive easter egg has arrived! (v0.2.6.1)
Good luck hunting for the egg!
2020-12-24 22:58:06 -05:00
Ishaan Bhardwaj
083693496e Grid piece placement conditions 2020-12-22 22:04:06 -05:00
Ishaan Bhardwaj
ba576dfc77 Allow sliders to be controlled with keyboard
Credits to Phoenix Flare
2020-12-22 14:43:59 -05:00
Ishaan Bhardwaj
e195ccd721 Marathon A3 fixes 2020-12-21 23:32:39 -05:00
Ishaan Bhardwaj
70f703eb2f Fixed piece fade out when paused 2020-12-21 16:20:25 -05:00
Ishaan Bhardwaj
dc4d4a8259 Credits now stops music when you exit the screen 2020-12-21 16:00:03 -05:00
Ishaan Bhardwaj
565510c7b2 Credits and credit roll music updated 2020-12-21 15:48:34 -05:00
Ishaan Bhardwaj
c26a3f37de Update README.md 2020-12-20 20:35:36 -05:00
Ishaan Bhardwaj
0c1ce2f717 Fix package script not packing slider lib 2020-12-20 20:06:16 -05:00
Ishaan Bhardwaj
f14ab2a328 BGM focus fix 2020-12-20 16:55:34 -05:00
31 changed files with 883 additions and 109 deletions

View File

@@ -81,6 +81,8 @@ It should run automatically!
Simply drag your mode, ruleset, and randomizer Lua files into their respective [directory](https://love2d.org/wiki/love.filesystem), and they should appear automatically. Simply drag your mode, ruleset, and randomizer Lua files into their respective [directory](https://love2d.org/wiki/love.filesystem), and they should appear automatically.
**WARNING:** The .exe / .love files and the bleeding edge releases have different save directories. Read the above link carefully!
For more detailed instructions, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential. For more detailed instructions, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
License License

View File

@@ -45,7 +45,7 @@ Other sounds from:
Music Music
----- -----
1. TGM3 credit roll music. 1. Second Reality opening scene music (1993).
2. The FitnessGram™ Pacer Test. 2. The FitnessGram™ Pacer Test.
All background music is (currently) only unofficially included. In later releases they may be replaced with specifically licensed music as applicable. All background music is (currently) only unofficially included. In later releases they may be replaced with specifically licensed music as applicable.

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@@ -20,6 +20,7 @@ backgrounds = {
love.graphics.newImage("res/backgrounds/1800.png"), love.graphics.newImage("res/backgrounds/1800.png"),
love.graphics.newImage("res/backgrounds/1900.png"), love.graphics.newImage("res/backgrounds/1900.png"),
title = love.graphics.newImage("res/backgrounds/title.png"), title = love.graphics.newImage("res/backgrounds/title.png"),
snow = love.graphics.newImage("res/backgrounds/snow.png"),
input_config = love.graphics.newImage("res/backgrounds/options-input.png"), input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
game_config = love.graphics.newImage("res/backgrounds/options-game.png"), game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
} }
@@ -48,6 +49,18 @@ blocks = {
F = love.graphics.newImage("res/img/bone.png"), F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"), A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"), X = love.graphics.newImage("res/img/bone.png"),
},
["gem"] = {
R = love.graphics.newImage("res/img/gem1.png"),
O = love.graphics.newImage("res/img/gem3.png"),
Y = love.graphics.newImage("res/img/gem7.png"),
G = love.graphics.newImage("res/img/gem6.png"),
C = love.graphics.newImage("res/img/gem2.png"),
B = love.graphics.newImage("res/img/gem4.png"),
M = love.graphics.newImage("res/img/gem5.png"),
F = love.graphics.newImage("res/img/gem9.png"),
A = love.graphics.newImage("res/img/gem9.png"),
X = love.graphics.newImage("res/img/gem9.png"),
} }
} }
@@ -84,4 +97,5 @@ misc_graphics = {
go = love.graphics.newImage("res/img/go.png"), go = love.graphics.newImage("res/img/go.png"),
select_mode = love.graphics.newImage("res/img/select_mode.png"), select_mode = love.graphics.newImage("res/img/select_mode.png"),
strike = love.graphics.newImage("res/img/strike.png"), strike = love.graphics.newImage("res/img/strike.png"),
santa = love.graphics.newImage("res/img/santa.png")
} }

View File

@@ -129,6 +129,7 @@ function love.keypressed(key, scancode)
love.window.setFullscreen(config["fullscreen"]) love.window.setFullscreen(config["fullscreen"])
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
scene = InputConfigScene() scene = InputConfigScene()
switchBGM(nil)
-- secret sound playing :eyes: -- secret sound playing :eyes:
elseif scancode == "f8" and scene.title == "Title" then elseif scancode == "f8" and scene.title == "Title" then
config.secret = not config.secret config.secret = not config.secret
@@ -251,7 +252,7 @@ function love.joystickhat(joystick, hat, direction)
end end
function love.focus(f) function love.focus(f)
if f then if f and (scene.title ~= "Game" or not scene.paused) then
resumeBGM() resumeBGM()
else else
pauseBGM() pauseBGM()

View File

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

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@@ -4,13 +4,17 @@ CreditsScene.title = "Credits"
function CreditsScene:new() function CreditsScene:new()
self.frames = 0 self.frames = 0
switchBGM("credit_roll", "gm3")
end end
function CreditsScene:update() function CreditsScene:update()
self.frames = self.frames + 1 self.frames = self.frames + 1
if self.frames >= 2200 then if self.frames >= 4200 then
playSE("mode_decide") playSE("mode_decide")
scene = TitleScene() scene = TitleScene()
switchBGM(nil)
elseif self.frames == 3600 then
fadeoutBGM(2)
end end
end end
@@ -23,27 +27,27 @@ function CreditsScene:render()
) )
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - self.frames) love.graphics.print("Cambridge Credits", 320, 500 - self.frames / 2)
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(1500 - self.frames, 240)) love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(1500 - self.frames / 2, 240))
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.print("Game Developers", 320, 550 - self.frames) love.graphics.print("Game Developers", 320, 550 - self.frames / 2)
love.graphics.print("Project Heads", 320, 640 - self.frames) love.graphics.print("Project Heads", 320, 640 - self.frames / 2)
love.graphics.print("Other Game Developers", 320, 730 - self.frames) love.graphics.print("Other Game Developers", 320, 730 - self.frames / 2)
love.graphics.print("Special Thanks", 320, 900 - self.frames) love.graphics.print("Special Thanks", 320, 900 - self.frames / 2)
love.graphics.print("- SashLilac / SpinTriple", 320, math.max(2000 - self.frames, 320)) love.graphics.print("- SashLilac / SpinTriple", 320, math.max(2000 - self.frames / 2, 320))
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - self.frames) love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - self.frames / 2)
love.graphics.print("Mizu\nHailey", 320, 680 - self.frames) love.graphics.print("Mizu\nHailey", 320, 680 - self.frames / 2)
love.graphics.print("Axel Fox - Multimino\nMine - Tetra Online\nDr Ocelot - Tetra Legends\nFelicity / nightmareci - Shiromino\n2Tie - TGMsim\nPhoenix Flare - Master of Blocks", 320, 770 - self.frames) love.graphics.print("Axel Fox - Multimino\nMine - Tetra Online\nDr Ocelot - Tetra Legends\nFelicity / nightmareci - Shiromino\n2Tie - TGMsim\nPhoenix Flare - Master of Blocks", 320, 770 - self.frames / 2)
love.graphics.print( love.graphics.print(
"RocketLanterns\nCylinderKnot\nHammrTime\nKirby703\nMattMayuga\nMyPasswordIsWeak\n" .. "RocketLanterns\nCylinderKnot\nHammrTime\nKirby703\nMattMayuga\nMyPasswordIsWeak\n" ..
"Nikki Karissa\noffwo\nsinefuse\nTetro48\nTimmSkiller\nuser74003\nAgentBasey\n" .. "Nikki Karissa\noffwo\nsinefuse\nTetro48\nTimmSkiller\nuser74003\nAgentBasey\n" ..
"CheeZed_Fish\neightsixfivezero\nEricICX\ngizmo4487\nM1ssing0\nMarkGamed7794\n" .. "CheeZed_Fish\neightsixfivezero\nEricICX\ngizmo4487\nM1ssing0\nMarkGamed7794\n" ..
"pokemonfan1937\nSimon\nstratus\nZaptorZap\nThe Absolute PLUS Discord\nTetra Legends Discord\n" .. "pokemonfan1937\nSimon\nstratus\nZaptorZap\nThe Absolute PLUS Discord\nTetra Legends Discord\n" ..
"Tetra Online Discord\nMultimino Discord\nCambridge Discord\nAnd to you, the player!", "Tetra Online Discord\nMultimino Discord\nCambridge Discord\nAnd to you, the player!",
320, 940 - self.frames 320, 940 - self.frames / 2
) )
end end
@@ -51,6 +55,7 @@ function CreditsScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" or if e.input == "menu_decide" or e.scancode == "return" or
e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene() scene = TitleScene()
switchBGM(nil)
end end
end end

View File

@@ -36,10 +36,9 @@ function GameScene:update()
inputs[input] = value inputs[input] = value
end end
self.game:update(inputs, self.ruleset) self.game:update(inputs, self.ruleset)
end
self.game.grid:update() self.game.grid:update()
end end
end
function GameScene:render() function GameScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -87,9 +86,9 @@ function GameScene:onInputPress(e)
elseif e.input == "retry" then elseif e.input == "retry" then
scene = GameScene(self.retry_mode, self.retry_ruleset) scene = GameScene(self.retry_mode, self.retry_ruleset)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
if not self.paused then pauseBGM()
else resumeBGM() end
self.paused = not self.paused self.paused = not self.paused
if self.paused then pauseBGM()
else resumeBGM() end
elseif e.input == "menu_back" then elseif e.input == "menu_back" then
scene = ModeSelectScene() scene = ModeSelectScene()
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then

View File

@@ -7,14 +7,17 @@ require 'libs.simple-slider'
ConfigScene.options = { ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess? -- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual Locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}}, -- Format: {name in config, displayed name, uses slider?, options OR slider name}
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}}, {"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}}, {"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"display_gamemode", "Display Gamemode", {"On", "Off"}}, {"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"das_last_key", "DAS Switch", {"Default", "Instant"}}, {"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"smooth_movement", "Smooth Piece Drop", {"On", "Off"}}, {"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}}, {"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"diagonal_input", "Diagonal Input", {"On", "Off"}} {"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
} }
local optioncount = #ConfigScene.options local optioncount = #ConfigScene.options
@@ -46,25 +49,33 @@ function ConfigScene:render()
0.5, 0.5 0.5, 0.5
) )
love.graphics.setFont(font_3x5_3)
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40) love.graphics.print("GAME SETTINGS", 80, 40)
--Lazy check to see if we're on the SFX or BGM slider. Probably will need to be rewritten if more options get added.
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
if not ConfigScene.options[self.highlight][3] then
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22) love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
else
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 322, 215, 33)
end
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do for i, option in ipairs(ConfigScene.options) do
if not option[3] then
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left") love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
for j, setting in ipairs(option[3]) do for j, setting in ipairs(option[4]) do
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5) 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") love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end end
end end
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
love.graphics.setColor(1, 1, 1, 0.75) love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw() self.sfxSlider:draw()
@@ -83,13 +94,25 @@ function ConfigScene:onInputPress(e)
playSE("cursor") playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount) self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then elseif e.input == "left" or e.scancode == "left" then
if not self.options[self.highlight][3] then
playSE("cursor_lr") playSE("cursor_lr")
local option = ConfigScene.options[self.highlight] local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3]) config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 3) / (sld.max - sld.min)))
end
elseif e.input == "right" or e.scancode == "right" then elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then
playSE("cursor_lr") playSE("cursor_lr")
local option = ConfigScene.options[self.highlight] local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3]) config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 3) / (sld.max - sld.min)))--math.max(0, (math.floor(sld:getValue())+2)/(sld.max-sld.min))
end
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()
scene = SettingsScene() scene = SettingsScene()

View File

@@ -27,6 +27,11 @@ local mainmenuidle = {
function TitleScene:new() function TitleScene:new()
self.main_menu_state = 1 self.main_menu_state = 1
self.frames = 0
self.snow_bg_opacity = 0
self.y_offset = 0
self.text = ""
self.text_flag = false
DiscordRPC:update({ DiscordRPC:update({
details = "In menus", details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)], state = mainmenuidle[math.random(#mainmenuidle)],
@@ -34,17 +39,39 @@ function TitleScene:new()
end end
function TitleScene:update() function TitleScene:update()
if self.text_flag then
self.frames = self.frames + 1
self.snow_bg_opacity = self.snow_bg_opacity + 0.01
end
if self.frames < 125 then self.y_offset = self.frames
elseif self.frames < 185 then self.y_offset = 125
else self.y_offset = 310 - self.frames end
end end
function TitleScene:render() function TitleScene:render()
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
love.graphics.draw( love.graphics.draw(
backgrounds["title"], backgrounds["title"],
0, 0, 0, 0, 0, 0,
0.5, 0.5 0.5, 0.5
) )
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
love.graphics.draw(
backgrounds["snow"],
0, 0, 0,
0.5, 0.5
)
love.graphics.draw(
misc_graphics["santa"],
400, -205 + self.y_offset,
0, 0.5, 0.5
)
love.graphics.print("Happy Holidays!", 320, -100 + self.y_offset)
love.graphics.print(self.restart_message and "Restart Cambridge..." or "", 0, 0) love.graphics.print(self.restart_message and "Restart Cambridge..." or "", 0, 0)
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
@@ -74,6 +101,11 @@ function TitleScene:onInputPress(e)
playSE("cursor") playSE("cursor")
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
love.event.quit() love.event.quit()
else
self.text = self.text .. (e.scancode ~= nil and e.scancode or "")
if self.text == "ffffff" then
self.text_flag = true
end
end end
end end

View File

@@ -5,11 +5,20 @@ TuningScene.title = "Tuning Settings"
require 'load.save' require 'load.save'
require 'libs.simple-slider' require 'libs.simple-slider'
TuningScene.options = {
-- Serves as a reference for the options available in the menu. Format: {name in config, name as displayed if applicable, slider name}
{"das", "DAS", "dasSlider"},
{"arr", "ARR", "arrSlider"},
}
local optioncount = #TuningScene.options
function TuningScene:new() function TuningScene:new()
DiscordRPC:update({ DiscordRPC:update({
details = "In menus", details = "In menus",
state = "Changing tuning settings", state = "Changing tuning settings",
}) })
self.highlight = 1
self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20}) self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20})
self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20}) self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20})
@@ -28,6 +37,11 @@ function TuningScene:render()
0.5, 0.5 0.5, 0.5
) )
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 73 + self.highlight * 100, 400, 33)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("TUNING SETTINGS", 80, 40) love.graphics.print("TUNING SETTINGS", 80, 40)
@@ -48,6 +62,20 @@ function TuningScene:onInputPress(e)
playSE("mode_decide") playSE("mode_decide")
saveConfig() saveConfig()
scene = SettingsScene() scene = SettingsScene()
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")
sld = self[self.options[self.highlight][3]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 1) / (sld.max - sld.min)))
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor")
sld = self[self.options[self.highlight][3]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 1) / (sld.max - sld.min)))
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()
scene = SettingsScene() scene = SettingsScene()

View File

@@ -194,7 +194,7 @@ function Grid:applyPiece(piece)
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
x = piece.position.x + offset.x x = piece.position.x + offset.x
y = piece.position.y + offset.y y = piece.position.y + offset.y
if y + 1 > 0 then if y + 1 > 0 and y < 24 then
self.grid[y+1][x+1] = { self.grid[y+1][x+1] = {
skin = piece.skin, skin = piece.skin,
colour = piece.colour colour = piece.colour
@@ -273,6 +273,43 @@ function Grid:checkSecretGrade()
return sgrade return sgrade
end end
function Grid:hasGemBlocks()
for y = 1, 24 do
for x = 1, 10 do
if self.grid[y][x].skin == "gem" then
return true
end
end
end
return false
end
function Grid:mirror()
local new_grid = {}
for y = 1, 24 do
new_grid[y] = {}
for x = 1, 10 do
new_grid[y][x] = empty
end
end
for y = 1, 24 do
for x = 1, 10 do
new_grid[y][x] = self.grid[y][11 - x]
end
end
self.grid = new_grid
end
function Grid:applyMap(map)
for y, row in pairs(map) do
for x, block in pairs(row) do
self.grid_age[y][x] = 0
self.grid[y][x] = block
end
end
end
function Grid:update() function Grid:update()
for y = 1, 24 do for y = 1, 24 do
for x = 1, 10 do for x = 1, 10 do
@@ -380,4 +417,44 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
end end
end end
function Grid:drawCustom(colour_function, gamestate)
--[[
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
When called, calls the supplied function on every block passing the block itself as argument
as well as coordinates and the grid_age value of the same cell.
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
gamestate: the gamemode instance itself to pass in colour_function
]]
for y = 5, 24 do
for x = 1, 10 do
local block = self.grid[y][x]
if block ~= empty then
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
if self.grid[y][x].colour == "X" then
A = 1
end
love.graphics.setColor(R, G, B, A)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if outline > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64, outline)
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
end
return Grid return Grid

View File

@@ -162,6 +162,7 @@ function GameMode:update(inputs, ruleset)
not self.hard_drop_locked then not self.hard_drop_locked then
self:onHardDrop(piece_dy) self:onHardDrop(piece_dy)
if self.lock_on_hard_drop then if self.lock_on_hard_drop then
self.piece_hard_dropped = true
self.piece.locked = true self.piece.locked = true
end end
end end
@@ -311,6 +312,15 @@ function GameMode:chargeDAS(inputs)
end end
end end
function GameMode:areCancel(inputs, ruleset)
if ruleset.are_cancel and self.piece_hard_dropped and
not self.prev_inputs.up and
strTrueValues(inputs) ~= "" then
self.lcd = 0
self.are = 0
end
end
function GameMode:processDelays(inputs, ruleset, drop_speed) function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames == 100 then if self.ready_frames == 100 then
playedReadySE = false playedReadySE = false
@@ -331,18 +341,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end end
elseif self.lcd > 0 then elseif self.lcd > 0 then
self.lcd = self.lcd - 1 self.lcd = self.lcd - 1
if ruleset.are_cancel and self:areCancel(inputs, ruleset)
(self.move == "none" and not self.prev_inputs["up"] and
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
not self.prev_inputs["rotate_180"]) and
(inputs["left"] or inputs["right"] or inputs["up"] or
inputs["rotate_left"] or inputs["rotate_left2"] or
inputs["rotate_right"] or inputs["rotate_right2"] or
inputs["rotate_180"]) then
self.lcd = 0
self.are = 0
end
if self.lcd == 0 then if self.lcd == 0 then
self.grid:clearClearedRows() self.grid:clearClearedRows()
playSE("fall") playSE("fall")
@@ -352,17 +351,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end end
elseif self.are > 0 then elseif self.are > 0 then
self.are = self.are - 1 self.are = self.are - 1
if ruleset.are_cancel and self:areCancel(inputs, ruleset)
(self.move == "none" and not self.prev_inputs["up"] and
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
not self.prev_inputs["rotate_180"]) and
(inputs["left"] or inputs["right"] or inputs["up"] or
inputs["rotate_left"] or inputs["rotate_left2"] or
inputs["rotate_right"] or inputs["rotate_right2"] or
inputs["rotate_180"]) then
self.are = 0
end
if self.are == 0 then if self.are == 0 then
self:initializeOrHold(inputs, ruleset) self:initializeOrHold(inputs, ruleset)
end end
@@ -407,6 +396,7 @@ function GameMode:hold(inputs, ruleset, ihs)
end end
function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece) function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
self.piece_hard_dropped = false
local gravity = self:getGravity() local gravity = self:getGravity()
self.piece = ruleset:initializePiece( self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, gravity, inputs, piece_data, self.grid, gravity,

View File

@@ -27,7 +27,7 @@ function MarathonA3Game:new()
self.section_cool_grade = 0 self.section_cool_grade = 0
self.section_status = { [0] = "none" } self.section_status = { [0] = "none" }
self.section_start_time = 0 self.section_start_time = 0
self.section_70_times = { [0] = 0 } self.secondary_section_times = { [0] = 0 }
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.section_cool = false self.section_cool = false
@@ -163,8 +163,8 @@ function MarathonA3Game:onLineClear(cleared_row_count)
self:updateSectionTimes(self.level, self.level + advanced_levels) self:updateSectionTimes(self.level, self.level + advanced_levels)
if not self.clear then if not self.clear then
self.level = math.min(self.level + advanced_levels, 999) self.level = math.min(self.level + advanced_levels, 999)
end
self.speed_level = self.speed_level + advanced_levels self.speed_level = self.speed_level + advanced_levels
end
if self.level == 999 and not self.clear then if self.level == 999 and not self.clear then
self.clear = true self.clear = true
self.grid:clear() self.grid:clear()
@@ -194,7 +194,7 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
-- record new section -- record new section
section_time = self.frames - self.section_start_time section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames if new_level < 999 then self.section_start_time = self.frames end
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
@@ -214,15 +214,15 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
elseif old_level % 100 < 70 and new_level % 100 >= 70 then elseif old_level % 100 < 70 and new_level % 100 >= 70 then
-- record section 70 time -- record section 70 time
section_70_time = self.frames - self.section_start_time section_70_time = self.frames - self.section_start_time
table.insert(self.section_70_times, section_70_time) table.insert(self.secondary_section_times, section_70_time)
if section <= 9 and self.section_status[section - 1] == "cool" and 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.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 then
self.section_cool = true self.section_cool = true
self.coolregret_message = "COOL!!" self.coolregret_message = "COOL!!"
self.coolregret_timer = 300 self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then self.section_cool = false 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 elseif section <= 9 and self.secondary_section_times[section] < cool_cutoffs[section] then
self.section_cool = true self.section_cool = true
self.coolregret_message = "COOL!!" self.coolregret_message = "COOL!!"
self.coolregret_timer = 300 self.coolregret_timer = 300
@@ -395,6 +395,16 @@ MarathonA3Game.mRollOpacityFunction = function(age)
else return 1 - age / 4 end else return 1 - age / 4 end
end end
function MarathonA3Game:sectionColourFunction(section)
if self.section_status[section] == "cool" then
return { 0, 1, 0, 1 }
elseif self.section_status[section] == "regret" then
return { 1, 0, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
function MarathonA3Game:drawScoringInfo() function MarathonA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -415,6 +425,8 @@ function MarathonA3Game:drawScoringInfo()
-- draw section time data -- draw section time data
current_section = math.floor(self.level / 100) + 1 current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSecondary(current_section)
--[[
section_x = 530 section_x = 530
section_70_x = 440 section_70_x = 440
@@ -425,20 +437,21 @@ function MarathonA3Game:drawScoringInfo()
end end
end end
for section, time in pairs(self.section_70_times) do for section, time in pairs(self.secondary_section_times) do
if section > 0 then if section > 0 then
love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left") love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left")
end end
end end
local current_x local current_x
if table.getn(self.section_times) < table.getn(self.section_70_times) then if table.getn(self.section_times) < table.getn(self.secondary_section_times) then
current_x = section_x current_x = section_x
else else
current_x = section_70_x current_x = section_70_x
end 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 not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
]]--
if(self.coolregret_timer > 0) then if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center") love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
@@ -475,7 +488,7 @@ function MarathonA3Game:getSectionEndLevel()
end end
function MarathonA3Game:getBackground() function MarathonA3Game:getBackground()
return math.floor(self.level / 100) return math.floor(self.speed_level / 100)
end end
return MarathonA3Game return MarathonA3Game

568
tetris/modes/sakura.lua Normal file
View File

@@ -0,0 +1,568 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local SakuraRandomizer = require 'tetris.randomizers.sakura'
local SakuraGame = GameMode:extend()
SakuraGame.name = "Sakura A3"
SakuraGame.hash = "SakuraA3"
SakuraGame.tagline = "Clear away the Gem Blocks as fast as possible!"
local b = {
["r"] = { skin = "2tie", colour = "R" },
["o"] = { skin = "2tie", colour = "O" },
["y"] = { skin = "2tie", colour = "Y" },
["g"] = { skin = "2tie", colour = "G" },
["c"] = { skin = "2tie", colour = "C" },
["b"] = { skin = "2tie", colour = "B" },
["m"] = { skin = "2tie", colour = "M" },
["R"] = { skin = "gem", colour = "R" },
["O"] = { skin = "gem", colour = "O" },
["Y"] = { skin = "gem", colour = "Y" },
["G"] = { skin = "gem", colour = "G" },
["C"] = { skin = "gem", colour = "C" },
["B"] = { skin = "gem", colour = "B" },
["M"] = { skin = "gem", colour = "M" },
}
local effects = {
[4] = "mirror",
[8] = "xray",
[12] = "color",
[13] = "mirror",
[16] = "roll",
[23] = "big"
}
local maps = {
[1] = {
[22] = {nil, nil, b.O, b.R, nil, nil, b.M, b.m, nil, nil},
[23] = {nil, b.G, b.c, b.c, b.c, b.c, b.c, b.c, b.Y, nil},
[24] = {nil, b.C, b.y, b.y, b.y, b.y, b.y, b.y, b.B, nil},
},
[2] = {
[20] = {nil, nil, nil, nil, b.G, b.b, b.b, b.M, nil, nil},
[21] = {nil, nil, nil, nil, b.c, b.c, b.c, b.c, nil, nil},
[22] = {nil, nil, nil, nil, nil, b.R, b.Y, b.O, nil, nil},
[23] = {nil, b.B, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil},
[24] = {nil, b.b, b.b, b.b, b.b, b.b, b.b, b.b, b.C, nil},
},
[3] = {
[20] = {nil, nil, nil, b.R, b.m, b.o, b.M, nil, nil, nil},
[21] = {nil, nil, nil, nil, b.o, b.O, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil},
[23] = {nil, b.m, b.o, b.m, b.o, b.m, b.o, b.m, b.o, nil},
[24] = {nil, b.B, b.m, b.o, b.m, b.o, b.m, b.o, b.C, nil},
},
[4] = {
[21] = {nil, nil, b.O, b.g, b.g, b.g, b.g, nil, nil, nil},
[22] = {nil, nil, nil, b.R, b.M, b.b, b.b, nil, nil, nil},
[23] = {b.G, nil, b.Y, b.g, b.g, b.g, b.g, b.g, nil, nil},
[24] = {b.b, b.C, b.b, b.b, b.b, b.b, b.b, b.b, b.B, nil},
},
[5] = {
[16] = {nil, b.B, b.c, b.y, b.c, b.G, b.c, b.y, b.C, nil},
[22] = {nil, nil, b.c, b.y, b.c, b.y, b.c, b.y, nil, nil},
[23] = {nil, b.O, b.y, b.c, b.y, b.c, b.y, b.c, b.Y, nil},
[24] = {nil, b.R, b.c, b.y, b.c, b.y, b.c, b.y, b.M, nil},
},
[6] = {
[21] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil},
[22] = {nil, nil, b.R, nil, b.b, b.y, nil, b.M, nil, nil},
[23] = {nil, nil, nil, nil, b.y, b.b, nil, nil, nil, nil},
[24] = {nil, b.G, b.y, b.b, b.C, b.y, b.b, b.y, b.B, nil},
},
[7] = {
[20] = {nil, b.C, b.G, nil, b.r, b.g, b.r, b.g, nil, nil},
[21] = {nil, nil, nil, nil, b.R, b.M, b.g, b.r, nil, nil},
[22] = {b.r, nil, nil, nil, b.r, b.g, b.O, b.Y, nil, nil},
[23] = {b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.r, nil, nil},
[24] = {b.r, b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.B, nil},
},
[8] = {
[15] = {nil, nil, nil, b.B, b.m, b.m, b.m, b.m, b.m, b.C},
[16] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m},
[17] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m},
[18] = {nil, b.Y, b.y, b.y, b.y, b.y, b.y, b.y, b.y, b.G},
[21] = {b.b, b.b, b.b, b.b, b.b, b.b, b.O, nil, nil, nil},
[22] = {b.b, nil, nil, nil, nil, nil, nil, nil, nil, nil},
[23] = {b.M, nil, nil, nil, nil, nil, nil, nil, nil, nil},
[24] = {b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.R, nil},
},
[9] = {
[18] = {nil, nil, nil, b.Y, b.m, b.m, b.m, b.m, nil, nil},
[19] = {nil, nil, nil, b.c, b.c, b.c, b.c, b.G, nil, nil},
[20] = {b.m, b.m, b.m, b.O, b.M, b.R, nil, nil, nil, nil},
[21] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil, nil},
[22] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, nil, nil},
[23] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.C, nil},
[24] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.B, nil},
},
[10] = {
[18] = {nil, nil, nil, b.C, b.g, b.g, b.B, nil, nil, nil},
[19] = {nil, nil, b.G, b.g, b.g, b.g, b.g, b.Y, nil, nil},
[20] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.g, b.O, nil},
[21] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.c, nil, b.o, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.R, b.o, b.o, nil, nil, nil},
},
[11] = {
[18] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[19] = {nil, nil, nil, nil, b.R, nil, nil, nil, nil, nil},
[20] = {nil, nil, nil, nil, b.r, b.O, nil, nil, nil, nil},
[21] = {nil, nil, nil, nil, nil, b.M, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil},
[24] = {b.C, b.g, b.g, nil, b.o, b.o, nil, b.g, b.g, b.B},
},
[12] = {
[21] = {nil, nil, nil, nil, nil, nil, nil, b.g, b.g, b.Y},
[22] = {nil, nil, b.r, b.G, b.r, nil, nil, nil, b.O, b.g},
[23] = {nil, b.r, b.C, b.r, b.B, b.r, nil, nil, nil, b.M},
[24] = {b.r, b.r, b.r, b.R, b.r, b.r, b.r, nil, nil, nil},
},
[13] = {
[20] = {b.c, nil, nil, nil, nil, nil, nil, nil, nil, b.B},
[21] = {b.c, b.c, nil, nil, nil, nil, nil, nil, b.C, b.c},
[22] = {b.c, b.c, b.c, nil, nil, nil, nil, b.G, b.c, b.c},
[23] = {b.b, b.b, b.b, b.b, nil, nil, b.Y, b.b, b.b, b.b},
[24] = {nil, b.M, b.b, b.b, b.b, b.O, b.b, b.b, b.R, nil},
},
[14] = {
[20] = {nil, nil, nil, b.y, b.r, b.y, nil, nil, nil, nil},
[21] = {b.R, nil, nil, b.Y, b.y, b.r, b.G, nil, nil, nil},
[22] = {nil, nil, nil, b.y, b.r, b.y, b.r, b.y, b.r, b.B},
[23] = {nil, nil, nil, nil, nil, nil, nil, b.O, b.y, b.r},
[24] = {nil, nil, nil, nil, nil, nil, b.M, b.y, b.r, b.C},
},
[15] = {
[17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[18] = {nil, nil, b.b, b.y, b.b, b.b, b.y, b.b, nil, nil},
[19] = {nil, nil, nil, b.y, b.b, b.b, b.y, nil, nil, nil},
[20] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.M, b.R, nil, nil, nil, nil},
[23] = {nil, nil, nil, b.G, b.y, b.y, b.C, nil, nil, nil},
[24] = {nil, nil, b.B, b.y, b.y, b.y, b.y, b.y, nil, nil},
},
[16] = {
[18] = {nil, nil, b.O, nil, nil, nil, nil, b.B, nil, nil},
[19] = {nil, nil, b.c, nil, nil, b.G, nil, b.c, nil, nil},
[20] = {nil, nil, b.c, nil, b.C, b.R, nil, b.c, nil, nil},
[21] = {nil, nil, b.c, nil, nil, nil, nil, b.c, nil, nil},
[22] = {nil, nil, b.Y, b.c, b.c, b.c, b.c, b.M, nil, nil},
},
[17] = {
[15] = {b.O, nil, nil, b.g, nil, nil, b.m, nil, nil, b.Y},
[16] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[17] = {nil, nil, nil, b.g, nil, nil, b.R, nil, nil, nil},
[18] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[19] = {nil, nil, nil, b.M, nil, nil, b.m, nil, nil, nil},
[20] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[21] = {nil, nil, nil, b.g, nil, nil, b.G, nil, nil, nil},
[22] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[23] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[24] = {nil, b.m, b.m, b.m, b.B, b.C, b.g, b.g, b.g, nil},
},
[18] = {
[19] = {nil, nil, nil, b.y, b.B, b.y, b.y, nil, nil, nil},
[20] = {nil, nil, b.y, nil, nil, nil, nil, b.y, nil, nil},
[21] = {nil, b.o, nil, nil, b.C, b.R, nil, nil, b.O, nil},
[22] = {nil, b.M, nil, nil, b.Y, b.G, nil, nil, b.o, nil},
[23] = {nil, b.r, b.o, nil, nil, nil, nil, b.o, b.r, nil},
[24] = {nil, b.r, b.r, b.o, b.o, b.o, b.o, b.r, b.r, nil},
},
[19] = {
[15] = {nil, nil, nil, nil, nil, nil, b.O, nil, nil, nil},
[16] = {nil, nil, nil, nil, nil, b.o, nil, nil, nil, nil},
[17] = {nil, nil, nil, nil, b.o, b.r, b.o, nil, nil, nil},
[18] = {nil, b.o, nil, nil, b.o, b.r, b.r, b.o, nil, nil},
[19] = {nil, b.o, b.o, nil, nil, b.R, b.r, b.r, nil, nil},
[20] = {nil, nil, b.M, b.r, nil, b.r, b.r, b.r, b.r, nil},
[21] = {nil, nil, b.r, b.r, b.r, b.r, b.y, b.G, b.o, b.o},
[22] = {nil, b.r, b.o, b.y, b.Y, b.y, b.y, b.y, b.y, b.o},
[23] = {nil, b.o, b.o, b.y, b.y, b.c, b.c, b.c, b.c, b.C},
[24] = {nil, nil, b.o, b.y, b.b, b.b, b.B, b.b, b.b, b.b},
},
[20] = {
[20] = {nil, nil, b.B, b.b, b.b, b.b, b.b, b.b, nil, nil},
[21] = {b.c, nil, nil, b.C, b.c, b.c, b.c, nil, nil, b.c},
[22] = {b.g, b.g, nil, nil, b.G, b.g, nil, nil, b.g, b.g},
[23] = {b.y, b.y, b.o, nil, nil, nil, nil, b.Y, b.y, b.y},
[24] = {b.r, b.r, b.r, b.R, nil, nil, b.M, b.r, b.r, b.r},
},
[21] = {
[16] = {nil, nil, b.g, b.g, b.g, b.g, b.g, nil, nil, nil},
[17] = {nil, b.g, b.g, b.g, b.g, b.g, b.g, b.B, b.g, nil},
[18] = {b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.C, nil},
[19] = {b.g, nil, nil, b.g, b.o, b.o, b.g, nil, nil, b.g},
[20] = {nil, b.R, nil, b.g, b.o, b.o, nil, b.M, nil, b.G},
[21] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.Y, b.O, nil, nil, nil, nil},
},
[22] = {
[15] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[16] = {nil, b.b, b.O, b.b, nil, nil, b.b, b.Y, b.b, nil},
[17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[20] = {nil, nil, nil, nil, b.R, b.M, nil, nil, nil, nil},
[23] = {nil, nil, nil, b.b, b.C, b.G, b.b, nil, nil, nil},
[24] = {nil, nil, nil, b.b, b.b, b.B, b.b, nil, nil, nil},
},
[23] = {
[13] = {nil, nil, nil, nil, nil, nil, nil, nil, b.c, b.m},
[14] = {nil, nil, nil, nil, nil, nil, nil, nil, b.y, b.g},
[15] = {b.G, b.B, nil, nil, nil, nil, nil, nil, nil, nil},
[16] = {b.r, b.O, nil, nil, nil, nil, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.C, b.M, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.R, b.Y, nil, nil, nil, nil},
},
[24] = {
[20] = {b.g, b.g, b.g, b.g, b.G, nil, nil, nil, nil, nil},
[21] = {nil, nil, nil, nil, nil, b.O, b.y, b.y, b.y, b.Y},
[23] = {b.M, b.r, b.r, b.r, b.R, nil, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, nil, b.M, b.r, b.r, b.r, b.R},
},
[25] = {
[18] = {nil, nil, nil, nil, nil, b.B, nil, nil, nil, nil},
[19] = {nil, nil, nil, b.G, nil, nil, nil, b.C, nil, nil},
[20] = {nil, nil, nil, nil, nil, b.Y, nil, nil, nil, nil},
[21] = {nil, nil, nil, b.M, nil, nil, nil, b.O, nil, nil},
[22] = {nil, nil, nil, nil, nil, b.R, nil, nil, nil, nil},
},
[26] = {
[13] = {nil, nil, nil, nil, b.r, b.r, nil, nil, nil, nil},
[14] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[15] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[16] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[17] = {nil, nil, nil, b.O, b.o, b.o, b.Y, nil, nil, nil},
[18] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil},
[19] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil},
[20] = {nil, nil, b.o, nil, nil, b.G, nil, b.o, nil, nil},
[21] = {nil, nil, b.o, nil, b.M, b.R, nil, b.o, nil, nil},
[22] = {nil, nil, b.o, b.b, b.b, b.b, b.B, b.o, nil, nil},
[23] = {nil, nil, b.o, b.C, b.b, b.b, b.b, b.o, nil, nil},
[24] = {nil, nil, b.o, b.o, b.o, b.o, b.o, b.o, nil, nil},
},
[27] = {
[15] = {nil, b.C, b.o, b.g, b.g, b.g, b.g, b.g, b.B, nil},
[16] = {b.g, nil, b.y, b.o, b.g, b.g, b.g, b.g, nil, b.y},
[17] = {b.g, b.g, nil, b.y, b.o, b.g, b.g, nil, b.y, b.o},
[18] = {b.g, b.g, b.g, nil, b.y, b.o, nil, b.y, b.o, b.g},
[19] = {b.g, b.g, b.g, b.o, nil, b.G, b.y, b.o, b.g, b.g},
[20] = {b.g, b.g, b.o, b.o, b.Y, nil, b.o, b.g, b.g, b.g},
[21] = {b.g, b.o, b.y, nil, b.o, b.O, nil, b.g, b.g, b.g},
[22] = {b.o, b.y, nil, b.g, b.g, b.o, b.y, nil, b.g, b.g},
[23] = {b.y, nil, b.g, b.g, b.g, b.g, b.o, b.y, nil, b.g},
[24] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.o, b.R, nil},
},
}
local STAGE_TRANSITION_TIME = 300
function SakuraGame:new()
self.super:new()
self.randomizer = SakuraRandomizer()
self.current_map = 1
self.time_limit = 10800
self.cleared_frames = STAGE_TRANSITION_TIME
self.stage_frames = 0
self.time_extend = 0
self.maps_cleared = 0
self.map_20_time = 0
self.stage_pieces = 0
self.grid:applyMap(maps[self.current_map])
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function SakuraGame:checkRequirements()
if self.maps_cleared >= 14 + 2 * (self.current_map - 20) and
self.map_20_time <= frameTime(8,00) - frameTime(0,30) * (self.current_map - 20)
then
return false
end
return true
end
function SakuraGame:getGravity()
if self.level < 8 then return 4/256
elseif self.level < 19 then return 5/256
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 < 108 then return 4/256
elseif self.level < 119 then return 5/256
elseif self.level < 125 then return 6/256
elseif self.level < 131 then return 8/256
elseif self.level < 139 then return 12/256
elseif self.level < 149 then return 32/256
elseif self.level < 156 then return 48/256
elseif self.level < 164 then return 80/256
elseif self.level < 174 then return 112/256
elseif self.level < 180 then return 128/256
elseif self.level < 200 then return 144/256
elseif self.level < 212 then return 16/256
elseif self.level < 221 then return 48/256
elseif self.level < 232 then return 80/256
elseif self.level < 244 then return 112/256
elseif self.level < 256 then return 144/256
elseif self.level < 267 then return 176/256
elseif self.level < 277 then return 192/256
elseif self.level < 287 then return 208/256
elseif self.level < 295 then return 224/256
elseif self.level < 300 then return 240/256
else return 20 end
end
function SakuraGame:onLineClear(cleared_row_count)
self.level = self.level + cleared_row_count
for i = 13, 24 do
for j = 1, 10 do
local block = self.grid.grid[i][j]
if block and block.skin == "gem" and block.colour == "X" then
self.time_limit = self.time_limit + 60
end
end
end
end
function SakuraGame:onPieceEnter()
if self.level % 100 ~= 99 and not self.clear and self.stage_frames ~= 0 then
self.level = self.level + 1
end
if effects[self.current_map] == "mirror" and
self.stage_pieces % 3 == 0 and self.stage_pieces ~= 0
then
self.grid:mirror()
end
self.stage_pieces = self.stage_pieces + 1
end
function SakuraGame:advanceOneFrame(inputs, ruleset)
if self.ready_frames == 0 then
if self.lcd > 0 then
if self.stage_frames <= frameTime(0,10) then self.time_extend = 600
elseif self.stage_frames <= frameTime(0,30) then self.time_extend = 300
else self.time_extend = 0 end
end
if not self.grid:hasGemBlocks() or
(self.stage_frames >= 3600 and self.current_map <= 20) then
self.lcd = 0
self.are = 0
if self.stage_frames >= 3600 then self.time_extend = 0 end
self.piece = nil
-- transition to next map
if self.cleared_frames > 0 then
self.cleared_frames = self.cleared_frames - 1
if self.time_extend > 0 then
self.time_limit = self.time_limit + 3
self.time_extend = self.time_extend - 3
end
return false
end
self.hold_queue = nil
if self.current_map > 20 or (self.stage_frames < 3600 and self.current_map <= 20) then self.maps_cleared = self.maps_cleared + 1 end
self.stage_frames = -1
self.level = 0
self.grid:clear()
if (self.current_map == 20) then self.map_20_time = self.frames end
if self.current_map >= 20 and self:checkRequirements() then
self.clear = true
self.completed = true
return false
else
self.current_map = self.current_map + 1
self.big_mode = effects[self.current_map] == "big"
self.ready_frames = 100
self.stage_pieces = 0
self.grid:applyMap(maps[self.current_map])
end
-- this is necessary to fix timer
self.frames = self.frames - 1
self.time_limit = self.time_limit + 1
end
self.frames = self.frames + 1
self.stage_frames = self.stage_frames + 1
self.time_limit = self.time_limit - 1
if self.time_limit <= 0 then self.game_over = true end
if self.piece ~= nil and self.frames % 30 == 0 and
effects[self.current_map] == "roll"
then
ruleset:attemptRotate(
{[config.gamesettings.world_reverse == 3 or
(ruleset.world and config.gamesettings.world_reverse == 2)
and "rotate_left" or "rotate_right"] = true},
self.piece, self.grid, false
)
end
else
self.cleared_frames = STAGE_TRANSITION_TIME
if not self.prev_inputs.hold and inputs.hold then
self.hold_queue = table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
return true
end
local function colourXRay(game, block, x, y, age)
local r, g, b, a = .5,.5,.5
if ((game.stage_frames/2 - x) % 30 < 1)
or game.stage_frames == 0
or game.cleared_frames ~= STAGE_TRANSITION_TIME
or game.stage_pieces % 2 == 0
then
a = 1
else
a = 1 - age / 4
end
return r, g, b, a, a
end
local function colourColor(game, block, x, y, age)
local r, g, b, a = .5,.5,.5
if game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME then
a = 1
else
a = (game.stage_frames/30 + (y + math.abs(x-5.5))/5) % 1
end
return r, g, b, a, 0
end
function SakuraGame:drawGrid()
if effects[self.current_map] == "xray" then
self.grid:drawCustom(colourXRay, self)
elseif effects[self.current_map] == "color" then
self.grid:drawCustom(colourColor, self)
else
self.grid:draw()
-- if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
-- end
end
end
function SakuraGame: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("STAGE", 240, 120, 80, "left")
love.graphics.printf("TIME LIMIT", 240, 180, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
if self.current_map <= 20 then
love.graphics.printf("STAGE LIMIT", 240, 240, 100, "left")
end
if effects[self.current_map] then
love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.setColor(
(self.time_limit % 4 < 2 and
self.time_limit <= frameTime(0,10) and
self.grid:hasGemBlocks() and
self.time_limit ~= 0) and
{ 1, 0.3, 0.3, 1 } or
{ 1, 1, 1, 1 }
)
love.graphics.printf(formatTime(self.time_limit), 240, 200, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
if self.current_map <= 20 then
love.graphics.printf(formatTime(3600 - self.stage_frames), 240, 260, 120, "left")
end
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(math.floor((self.level + 100) / 100) * 100, 240, 370, 40, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
love.graphics.printf(self.current_map, 290, 110, 80, "left")
end
function SakuraGame:drawCustom()
love.graphics.setColor(1, 1, 1, 1)
if self.ready_frames ~= 0 and not self.clear then
love.graphics.setFont(font_3x5_4)
love.graphics.printf("STAGE " .. self.current_map, 64, 170, 160, "center")
love.graphics.setFont(font_3x5_3)
if effects[self.current_map] then
love.graphics.printf("EFFECT: " .. effects[self.current_map], 64, 270, 160, "center")
end
end
if self.cleared_frames > 0 and
(not self.grid:hasGemBlocks() or
(self.stage_frames >= 3600 and self.current_map <= 20)) then
love.graphics.setFont(font_3x5_2)
love.graphics.printf("TIME LIMIT", 64, 180, 160, "center")
love.graphics.printf("TIME EXTEND", 64, 240, 160, "center")
love.graphics.printf("STAGE TIME", 64, 300, 160, "center")
love.graphics.setFont(font_3x5_3)
love.graphics.printf("STAGE " .. self.current_map, 64, 100, 160, "center")
love.graphics.setColor(
self.cleared_frames % 4 < 2 and
{ 1, 1, 0.3, 1 } or
{ 1, 1, 1, 1 }
)
love.graphics.printf(formatTime(self.time_limit), 64, 200, 160, "center")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(formatTime(self.time_extend), 64, 260, 160, "center")
love.graphics.printf(formatTime(self.stage_frames), 64, 320, 160, "center")
love.graphics.setFont(font_3x5_4)
love.graphics.printf((self.stage_frames >= 3600 and self.current_map <= 20) and "" or "CLEAR!", 64, 130, 160, "center")
end
if self.clear then
love.graphics.setFont(font_3x5_3)
love.graphics.printf("EXCELLENT!", 64, 180, 160, "center")
love.graphics.setFont(font_3x5_2)
if self.current_map ~= 27 then
love.graphics.printf("...but let's go\nbetter next time", 64, 220, 160, "center")
end
end
end
function SakuraGame:getBackground()
return (self.current_map - 1) % 20
end
function SakuraGame:getHighscoreData()
return {
maps = self.maps_cleared,
current_map = self.current_map,
frames = self.frames,
}
end
return SakuraGame

View File

@@ -0,0 +1,16 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Sequence = Randomizer:extend()
function Sequence:initialize()
self.sequence = "IJLOT"
self.counter = 0
end
function Sequence:generatePiece()
local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
self.counter = (self.counter + 1) % string.len(self.sequence)
return piece
end
return Sequence

View File

@@ -0,0 +1,10 @@
local Sequence = require 'tetris.randomizers.fixed_sequence'
local Sakura = Sequence:extend()
function Sakura:initialize()
self.super:initialize()
self.sequence = "LIJOTSZILJOTISJZLOIJSZTIOJZTLSOZTISOLTJSIZTOJLIZSTOIZLTJOSILTZSOITJLZSTJJISOLJITSLZOIZSJOITSZLJTSZLISTJLZOTIOZSJILTZSOITZJSOLTJSZIOJLZIOJTZIZLOSIZTJOILZSOJIOSZTJILOSSILZOTJIZTSOLZTSOIJTZSILTZOSIJZTOLJISOLJTZSOLTZJSOTILZJTOLZIJSOZTJLOZSTLOZITSOLZTJIOSLZJTO"
end
return Sakura

View File

@@ -6,6 +6,8 @@ local SRS = Ruleset:extend()
SRS.name = "ACE-SRS" SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard" SRS.hash = "ACE Standard"
SRS.MANIPULATIONS_MAX = 128
SRS.spawn_positions = { SRS.spawn_positions = {
I = { x=5, y=2 }, I = { x=5, y=2 },
J = { x=4, y=3 }, J = { x=4, y=3 },
@@ -26,23 +28,11 @@ SRS.big_spawn_positions = {
Z = { x=2, y=1 }, Z = { x=2, y=1 },
} }
function SRS: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:dropToBottom(grid)
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid) function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1 piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 128 then if piece.manipulations >= self.MANIPULATIONS_MAX then
piece:dropToBottom(grid)
piece.locked = true piece.locked = true
end end
end end

View File

@@ -115,8 +115,8 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
local new_piece = piece:withRelativeRotation(rot_dir) local new_piece = piece:withRelativeRotation(rot_dir)
if (grid:canPlacePiece(new_piece)) then if (grid:canPlacePiece(new_piece)) then
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir) piece:setRelativeRotation(rot_dir)
self:onPieceRotate(piece, grid)
else else
if not(initial and self.enable_IRS_wallkicks == false) then if not(initial and self.enable_IRS_wallkicks == false) then
self:attemptWallkicks(piece, new_piece, rot_dir, grid) self:attemptWallkicks(piece, new_piece, rot_dir, grid)

View File

@@ -8,6 +8,8 @@ SRS.hash = "Standard"
SRS.enable_IRS_wallkicks = true SRS.enable_IRS_wallkicks = true
SRS.MANIPULATIONS_MAX = 15
function SRS:check_new_low(piece) function SRS:check_new_low(piece)
for _, block in pairs(piece:getBlockOffsets()) do for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y local y = piece.position.y + block.y
@@ -75,7 +77,7 @@ end
function SRS:onPieceDrop(piece, grid) function SRS:onPieceDrop(piece, grid)
self:check_new_low(piece) self:check_new_low(piece)
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
piece.locked = true piece.locked = true
else else
piece.lock_delay = 0 -- step reset piece.lock_delay = 0 -- step reset
@@ -86,8 +88,7 @@ function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1 piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 15 then if piece.manipulations >= self.MANIPULATIONS_MAX then
piece:dropToBottom(grid)
piece.locked = true piece.locked = true
end end
end end
@@ -97,9 +98,9 @@ function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset piece.lock_delay = 0 -- rotate reset
self:check_new_low(piece) self:check_new_low(piece)
piece.manipulations = piece.manipulations + 1 piece.manipulations = piece.manipulations + 1
if piece.manipulations >= self.MANIPULATIONS_MAX then
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
if piece.manipulations >= 15 then
piece:dropToBottom(grid)
piece.locked = true piece.locked = true
end end
end end

View File

@@ -18,6 +18,9 @@ SRS.colourscheme = {
SRS.softdrop_lock = false SRS.softdrop_lock = false
SRS.harddrop_lock = true SRS.harddrop_lock = true
SRS.MANIPULATIONS_MAX = 10
SRS.ROTATIONS_MAX = 8
SRS.spawn_positions = { SRS.spawn_positions = {
I = { x=5, y=4 }, I = { x=5, y=4 },
J = { x=4, y=5 }, J = { x=4, y=5 },
@@ -162,15 +165,18 @@ function SRS:onPieceCreate(piece, grid)
end end
function SRS:onPieceDrop(piece, grid) function SRS:onPieceDrop(piece, grid)
if (piece.manipulations >= self.MANIPULATIONS_MAX or piece.rotations >= self.ROTATIONS_MAX) and piece:isDropBlocked(grid) then
piece.locked = true
else
piece.lock_delay = 0 -- step reset piece.lock_delay = 0 -- step reset
end end
end
function SRS:onPieceMove(piece, grid) function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1 piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then if piece.manipulations >= self.MANIPULATIONS_MAX then
piece:dropToBottom(grid)
piece.locked = true piece.locked = true
end end
end end
@@ -180,8 +186,7 @@ function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1 piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then if piece.rotations >= self.ROTATIONS_MAX then
piece:dropToBottom(grid)
piece.locked = true piece.locked = true
end end
end end