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3 Commits

Author SHA1 Message Date
Joe Zeng
323c457809 Reorganized the ruleset names and added ARS-X.
Also, the ruleset inheritance was a little wonky, so I changed that too.
In particular, I made SRS-X always spawn in-frame since that was always
supposed to be how it worked.
2022-10-24 20:09:08 -04:00
Joe Zeng
decc1f563f Changed cool/regret cutoffs.
They're all the same past 500 now - I've been meaning to tweak that for quite some time now.
2022-09-28 00:18:44 -04:00
nightmareci
e5892c0fae Rename shell scripts and implement better frame timing 2022-04-28 11:47:31 -07:00
9 changed files with 97 additions and 24 deletions

View File

@@ -81,7 +81,7 @@ function love.draw()
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf( love.graphics.printf(
string.format("%.2f", 1 / love.timer.getAverageDelta()) .. string.format("%.2f", 1.0 / love.timer.getAverageDelta()) ..
"fps - " .. version, 0, 460, 635, "right" "fps - " .. version, 0, 460, 635, "right"
) )
end end
@@ -290,6 +290,7 @@ function love.resize(w, h)
end end
local TARGET_FPS = 60 local TARGET_FPS = 60
local FRAME_DURATION = 1.0 / TARGET_FPS
function love.run() function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
@@ -299,7 +300,7 @@ function love.run()
local dt = 0 local dt = 0
local last_time = love.timer.getTime() local last_time = love.timer.getTime()
local time_accumulator = 0 local time_accumulator = 0.0
return function() return function()
if love.event then if love.event then
love.event.pump() love.event.pump()
@@ -320,24 +321,39 @@ function love.run()
if scene and scene.update and love.timer then if scene and scene.update and love.timer then
scene:update() scene:update()
local frame_duration = 1.0 / TARGET_FPS if time_accumulator < FRAME_DURATION then
if time_accumulator < frame_duration then
if love.graphics and love.graphics.isActive() and love.draw then if love.graphics and love.graphics.isActive() and love.draw then
love.graphics.origin() love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor()) love.graphics.clear(love.graphics.getBackgroundColor())
love.draw() love.draw()
love.graphics.present() love.graphics.present()
end end
local end_time = last_time + frame_duration
local time = love.timer.getTime() -- request 1ms delays first but stop short of overshooting, then do "0ms" delays without overshooting (0ms requests generally do a delay of some nonzero amount of time, but maybe less than 1ms)
while time < end_time do for milliseconds=0.001,0.000,-0.001 do
love.timer.sleep(0.001) local max_delay = 0.0
time = love.timer.getTime() while max_delay < FRAME_DURATION do
local delay_start_time = love.timer.getTime()
if delay_start_time - last_time < FRAME_DURATION - max_delay then
love.timer.sleep(milliseconds)
local last_delay = love.timer.getTime() - delay_start_time
if last_delay > max_delay then
max_delay = last_delay
end
else
break
end
end
end
while love.timer.getTime() - last_time < FRAME_DURATION do
-- busy loop, do nothing here until delay is finished; delays above stop short of finishing, so this part can finish it off precisely
end end
time_accumulator = time_accumulator + time - last_time
end end
time_accumulator = time_accumulator - frame_duration
local finish_delay_time = love.timer.getTime()
local real_frame_duration = finish_delay_time - last_time
time_accumulator = time_accumulator + real_frame_duration - FRAME_DURATION
last_time = finish_delay_time
end end
last_time = love.timer.getTime()
end end
end end

View File

@@ -1 +1,3 @@
#!/bin/sh
zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua

View File

@@ -1,4 +1,6 @@
./package #!/bin/sh
./package-love.sh
mkdir dist mkdir dist
mkdir dist/windows mkdir dist/windows
mkdir dist/win32 mkdir dist/win32

View File

@@ -202,13 +202,13 @@ end
local cool_cutoffs = { local cool_cutoffs = {
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), 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(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
frameTime(0,27), frameTime(0,27), frameTime(0,27), frameTime(0,30), frameTime(0,30), frameTime(0,30),
} }
local regret_cutoffs = { local regret_cutoffs = {
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), 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(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
frameTime(0,35), frameTime(0,35), frameTime(0,35), frameTime(0,42), frameTime(0,42), frameTime(0,42),
} }
function PhantomMania2Game:updateSectionTimes(old_level, new_level) function PhantomMania2Game:updateSectionTimes(old_level, new_level)

View File

@@ -0,0 +1,49 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.arika_ace2'
local ARS = Ruleset:extend()
ARS.name = "ARS-X"
ARS.hash = "ArikaEXP"
ARS.MANIPULATIONS_MAX = 24
ARS.ROTATIONS_MAX = 12
function ARS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
piece.lowest_y = -math.huge
end
function ARS:checkNewLow(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.rotations = 0
piece.lowest_y = y
end
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 >= ARS.MANIPULATIONS_MAX then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid, upward)
piece.lock_delay = 0 -- rotate reset
if upward or piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= ARS.ROTATIONS_MAX and piece:isDropBlocked(grid) then
piece.locked = true
end
end
end
return ARS

View File

@@ -1,5 +1,5 @@
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.standard_exp' local Ruleset = require 'tetris.rulesets.standard_ace'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()
@@ -33,8 +33,8 @@ SRS.wallkicks_line = {
}, },
}; };
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks local kicks
if piece.shape == "O" then if piece.shape == "O" then
return return
@@ -69,6 +69,12 @@ function SRS:checkNewLow(piece)
end end
end end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
piece.lowest_y = -math.huge
end
function SRS:onPieceDrop(piece, grid) function SRS:onPieceDrop(piece, grid)
self:checkNewLow(piece) self:checkNewLow(piece)
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then

View File

@@ -1,5 +1,5 @@
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ti_srs' local Ruleset = require 'tetris.rulesets.standard_ti'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()

View File

@@ -1,5 +1,5 @@
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.arika_srs' local Ruleset = require 'tetris.rulesets.standard_ti'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()
@@ -27,8 +27,6 @@ function SRS:checkNewLow(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
if y > piece.lowest_y then if y > piece.lowest_y then
--piece.manipulations = 0
--piece.rotations = 0
piece.lowest_y = y piece.lowest_y = y
end end
end end