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109 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
9ac60cbb5e afterLineClear func added and splits time draw fix 2021-02-15 12:26:52 -05:00
Ishaan Bhardwaj
cdd846c3e6 Made the volume sliders scroll more consistently 2021-02-13 22:00:45 -05:00
Ishaan Bhardwaj
33d260b753 Removed the print statement from A2 2021-02-12 23:31:13 -05:00
Ishaan Bhardwaj
1644fcdf8e Bigint exponentiation by 1 now returns a clone 2021-02-12 10:05:04 -05:00
Ishaan Bhardwaj
f3c1cf6e1f Fixed an issue where DS-World wouldn't harddrop 2021-02-11 22:11:35 -05:00
Ishaan Bhardwaj
06a8a2ebf7 Mandate safelock on 0 ARE rulesets/modes 2021-02-11 22:08:52 -05:00
Ishaan Bhardwaj
15354ce004 dropToBottom no longer resets lock delay
it's already handled by the rulesets anyhow
2021-02-11 21:20:23 -05:00
Ishaan Bhardwaj
af02cd3467 Classic lock (GB/NES-like) added as a gamemode var 2021-02-11 15:46:56 -05:00
Ishaan Bhardwaj
acb05918c1 Custom line clear animations 2021-02-10 23:10:10 -05:00
Ishaan Bhardwaj
b644c8e457 Revert "Default line clear animation set to fadeout"
Please, reminder to self, TEST YOUR COMMITS.
This reverts commit 288961e12a.
2021-02-10 22:46:58 -05:00
Ishaan Bhardwaj
288961e12a Default line clear animation set to fadeout 2021-02-10 22:41:07 -05:00
Ishaan Bhardwaj
a047e51681 Framework for custom line clear animations added
Colored fadeout is the default
2021-02-10 18:35:51 -05:00
Ishaan Bhardwaj
77f24f5ee5 Human readable bigint output changes 2021-02-10 12:45:55 -05:00
Ishaan Bhardwaj
32c2274bef Optimized bigint exponentiation (again) 2021-02-10 11:38:10 -05:00
Ishaan Bhardwaj
4920e5de1c Added another type check to the bigint 2021-02-10 11:15:56 -05:00
Ishaan Bhardwaj
8418fc8ab7 Update README.md 2021-02-10 10:32:18 -05:00
Ishaan Bhardwaj
711a5120f1 Update README.md 2021-02-10 10:31:52 -05:00
Ishaan Bhardwaj
e7c3c9446a Cambridge banner looks better on dark theme now
Courtesy of @sinefuse
2021-02-10 09:05:10 -05:00
Ishaan Bhardwaj
3ac39acd7a Removed bigint comparison metamethods (read below)
Use bigint.compare from now on
2021-02-09 12:27:57 -05:00
Ishaan Bhardwaj
d0505251b3 Spawn positions now ruleset dependent
Is configurable in options
2021-02-08 23:23:50 -05:00
Ishaan Bhardwaj
bb0fe2ac20 BigInt now has a digits method (read comments)
Kind of unnecessary but included for completeness
2021-02-08 16:56:06 -05:00
Ishaan Bhardwaj
986ebac47f BigInt division fixed 2021-02-08 16:07:48 -05:00
Ishaan Bhardwaj
9799147f96 Revert "BigInt fixes and optimization (read comments)"
Apparently division *still* isn't being handled correctly.
This reverts commit 1dda12e4be.
2021-02-08 14:53:19 -05:00
Ishaan Bhardwaj
1dda12e4be BigInt fixes and optimization (read comments)
Fixed a nasty division bug where intermediate operations could result in negative zero. Optimized exponentiation to use exponentiation by squaring.
2021-02-08 14:10:34 -05:00
Ishaan Bhardwaj
38947e00c0 Added a tostring function for bigints 2021-02-08 10:34:47 -05:00
Ishaan Bhardwaj
035f6dd7b4 Fixed big division when (big1 < big2) 2021-02-08 10:23:10 -05:00
Ishaan Bhardwaj
aa3eadc93d Update README.md 2021-02-08 09:00:51 -05:00
Ishaan Bhardwaj
cb6962825f Update package.bat script 2021-02-07 20:50:27 -05:00
Ishaan Bhardwaj
b5e7ce5be6 Grid outline draw refactorization 2021-02-05 22:13:10 -05:00
Ishaan Bhardwaj
1ccd6a09d3 Gamemodes have a default (empty) name 2021-02-05 21:44:29 -05:00
Ishaan Bhardwaj
5a074f77cf Adjusted how DAS cut subtracts from the counter 2021-02-03 16:50:03 -05:00
Ishaan Bhardwaj
81677221f1 Fixed 0 next queue modes 2021-02-03 11:42:21 -05:00
Ishaan Bhardwaj
a998be6f7b Global vars suck. Nothing more 2021-02-02 22:30:28 -05:00
Ishaan Bhardwaj
9c1c8eea21 Added default high score retrieval method 2021-02-02 14:51:49 -05:00
Ishaan Bhardwaj
f022c6c4b7 Sakura no longer draws game over effect on completion 2021-02-01 15:58:30 -05:00
Ishaan Bhardwaj
38f3d23b95 More default methods for gamemodes provided 2021-02-01 15:41:43 -05:00
Ishaan Bhardwaj
816d27db39 Set default gravity for gamemode 2021-02-01 14:50:31 -05:00
Ishaan Bhardwaj
ce08ffd3da SRS-X fixed to use symmetric wallkicks 2021-01-30 22:28:34 -05:00
Ishaan Bhardwaj
f0e84a8874 SRS-X rotate lock reset behavior fixed 2021-01-30 16:54:09 -05:00
Ishaan Bhardwaj
5e02471fb4 SRS now has upgraded 180s 2021-01-30 16:49:52 -05:00
Oshisaure
fa2fe77081 Apparently macs don't have a printscreen key, screenshot bound to f12 now instead 2021-01-29 22:29:27 +00:00
Joe Z
682c4a485a Updated fonts. 2021-01-29 12:24:54 -05:00
Oshisaure
68760105cc Bound printscreen to saving screenshots 2021-01-29 04:13:17 +00:00
Ishaan Bhardwaj
e19da98ea1 Standard SRS now has correct amount of move resets 2021-01-28 21:19:47 -05:00
Ishaan Bhardwaj
e8904b92ed check_new_low doesn't exist! 2021-01-28 21:15:04 -05:00
Ishaan Bhardwaj
4f574e7716 Guideline SRS now specifies dependency 2021-01-28 21:13:31 -05:00
Ishaan Bhardwaj
f1528e8d71 Fixed the SRS variants from latest commit. 2021-01-28 21:05:36 -05:00
Joe Zeng
79a25c3954 Renamed Marathon AX4 to Survival AX, among other things. 2021-01-28 01:15:21 -05:00
Ishaan Bhardwaj
0f3883e18d Sakura ghost piece fix 2021-01-27 18:28:12 -05:00
Ishaan Bhardwaj
1acd0ec65a Holding a piece that would block you out now works 2021-01-27 13:29:53 -05:00
Ishaan Bhardwaj
b22f671409 2020, A2, A3 section time draw fixes 2021-01-25 22:26:55 -05:00
Ishaan Bhardwaj
0b6f62d50e Applied a fix for locking big pieces out of the grid 2021-01-25 16:34:22 -05:00
Ishaan Bhardwaj
086f327371 Large commit, read below
DAS Cut Delay added and configurable (like ARR and DAS)
BigInt lib added
IRS / IHS do not take effect when ARE = 0
Game now saves highscore correctly on game over
2021-01-24 14:55:35 -05:00
Ishaan Bhardwaj
3c83ae0bf4 Fixed stray ends 2021-01-23 13:50:40 -05:00
Ishaan Bhardwaj
450833b246 Instant ARR fix on grids not 10-wide 2021-01-23 11:35:07 -05:00
Ishaan Bhardwaj
8e7a5418dc Fixed how grade points decay in A2 and A3 2021-01-23 11:34:46 -05:00
Ishaan Bhardwaj
6609b642dc formatBigNum prettifier 2021-01-20 10:53:39 -05:00
Ishaan Bhardwaj
452879ebab Fixed Marathon A3 section times, read comments
Some modes may not launch currently, will fix
2021-01-20 10:53:22 -05:00
Ishaan Bhardwaj
70a827b477 fixed A2 point decay 2021-01-16 13:27:07 -05:00
Ishaan Bhardwaj
d281a732db fixed A2 M-roll reqs again 2021-01-16 12:57:20 -05:00
Ishaan Bhardwaj
01e91fbd93 Fixes issues with retrying modes with BGM 2021-01-16 09:34:41 -05:00
Ishaan Bhardwaj
ece853c9d3 Swapped opacity and brightness for hold color 2021-01-15 16:00:15 -05:00
Ishaan Bhardwaj
ea8d008370 Set piece opacity fixes 2021-01-15 15:46:28 -05:00
Ishaan Bhardwaj
e20eb048c8 Game over animation (customizable per mode) 2021-01-14 21:51:47 -05:00
Ishaan Bhardwaj
a33ca1af24 Fixed a bug where you could not get M-roll in A2 2021-01-14 19:34:02 -05:00
Ishaan Bhardwaj
664bca2282 Fixed a notorious ARR bug 2021-01-14 19:27:20 -05:00
Ishaan Bhardwaj
fc8fb8b66f Added immobile spin bonus toggle (read comments)
Use piece.spin in your onPieceLock method to check for a spin
2021-01-14 19:22:53 -05:00
Ishaan Bhardwaj
fc58e6e908 Square mode added as toggle
Other things may get toggles too
Immobile spins, cascade, credit roll?
2021-01-14 17:52:23 -05:00
Ishaan Bhardwaj
061f6f5164 Square mode update 2021-01-14 16:28:18 -05:00
Ishaan Bhardwaj
4e9cea7dda Another bottom SFX bug fix 2021-01-12 15:57:45 -05:00
Ishaan Bhardwaj
fa97216167 Minor piece bottom SFX fix 2021-01-12 15:20:22 -05:00
Ishaan Bhardwaj
3f8d68cc9d Small game / settings fix 2021-01-12 14:32:10 -05:00
Ishaan Bhardwaj
6639d73c1c Spawn positions are now configurable 2021-01-12 13:47:03 -05:00
Ishaan Bhardwaj
668f061077 Fixed drawing frame on non-standard grids 2021-01-11 22:40:48 -05:00
Ishaan Bhardwaj
cb70967b82 Default field graphic fix 2021-01-11 15:52:11 -05:00
Ishaan Bhardwaj
0c2ba5f0cc Custom field heights implemented 2021-01-11 15:46:43 -05:00
Ishaan Bhardwaj
6d07a3b820 Removed outdated functions 2021-01-11 15:27:18 -05:00
Ishaan Bhardwaj
2de13a97f0 10-wide graphic restored 2021-01-11 15:17:32 -05:00
Ishaan Bhardwaj
512c2149f0 Adjusted spawn x positions 2021-01-11 14:48:03 -05:00
Ishaan Bhardwaj
6fb19220b7 Marathon A1 is back to 10 wide 2021-01-10 23:00:03 -05:00
Ishaan Bhardwaj
08da67c434 Merge pull request #13 from SashLilac/arbitrary-widths
Init arbitrary widths functionality.
2021-01-10 22:59:05 -05:00
Joe Zeng
2d63ca8ee1 Changed row initialization to also use parametrized width. 2021-01-10 22:52:56 -05:00
Ishaan Bhardwaj
0f09d47e60 Init arbitrary widths 2021-01-10 22:40:13 -05:00
Ishaan Bhardwaj
9d44d1e771 Fixed big mode gravity being twice as big 2021-01-10 22:01:25 -05:00
Ishaan Bhardwaj
5d022f9037 Rulesets can offset next queue draws (read below)
A ruleset can now have offsets for where pieces should be drawn in queue
No rulesets use this *yet*
2021-01-10 16:42:48 -05:00
Ishaan Bhardwaj
818743fe77 No "RANDOM PIECES ACTIVE!" on Sakura for pentos 2021-01-10 16:31:48 -05:00
Ishaan Bhardwaj
f22424d671 Update README.md - loading custom assets 2021-01-10 13:39:28 -05:00
Ishaan Bhardwaj
dd6baf1fe6 Draw outline now has line clear anim 2021-01-10 11:41:34 -05:00
Ishaan Bhardwaj
11cf5a9d55 Spawn SE bugfix 2021-01-10 11:15:36 -05:00
Ishaan Bhardwaj
5642ed1326 Added a ruleset toggle for ARE. 2021-01-09 23:17:24 -05:00
Ishaan Bhardwaj
c0888c484f Fixed the first easter egg 2021-01-08 20:33:44 -05:00
Ishaan Bhardwaj
3ef3b193fd 3-tall pentoes spawn highest on 21 now 2021-01-08 17:16:15 -05:00
Ishaan Bhardwaj
0c2e3efd1a PAIRS anti-stall added 2021-01-08 16:46:19 -05:00
Ishaan Bhardwaj
5076adf022 Secret inputs fix 2021-01-08 13:59:42 -05:00
Ishaan Bhardwaj
1a75d983dc Corrected PAIRS big spawns 2021-01-07 20:53:36 -05:00
Ishaan Bhardwaj
5b8e9586bd Sakura bugfixes 2021-01-07 19:59:11 -05:00
Ishaan Bhardwaj
7d7dd8c3c2 Roll roll bugfixes 2021-01-07 19:52:36 -05:00
Ishaan Bhardwaj
29afdcecfc PAIRS I5 and U spawns fixed 2021-01-07 19:06:37 -05:00
Ishaan Bhardwaj
8b09833ae6 PAIRS added, with bugfixes 2021-01-07 18:42:49 -05:00
Ishaan Bhardwaj
64047eaf9c Slight randomizer logic change, PAIRS incoming 2021-01-07 16:53:46 -05:00
Ishaan Bhardwaj
125488b4d9 Can no longer buffer a hard drop when not allowed 2021-01-06 23:06:51 -05:00
Ishaan Bhardwaj
1fdd091456 Ruleset and randomizer refactoring (Read comments)
You can now specify an arbitrary number of pieces for a ruleset.
The randomizers will adjust accordingly.
Expect a pento ruleset in the modpack soon!
Also, gamemode skin selection has been refactored.
2021-01-06 22:53:44 -05:00
Ishaan Bhardwaj
ced40297cc Line clear anim part 3 2021-01-06 21:37:51 -05:00
Ishaan Bhardwaj
32f2a0b3e7 Line clear anim part 2 2021-01-06 18:01:56 -05:00
Ishaan Bhardwaj
dd5347ad8d (Beta) line clear animation 2021-01-06 16:56:44 -05:00
Ishaan Bhardwaj
b732ebb213 Credits scene no longer plays while not focused 2021-01-06 16:10:01 -05:00
Ishaan Bhardwaj
84634d6933 Added an option to control buffer locking.
You can now choose if you want a drop input
during ARE to lock the piece on the first frame it is active.
2021-01-06 16:06:17 -05:00
Ishaan Bhardwaj
0d13a9f236 Can send inputs from mode select to game
Warning: this may break some things
2021-01-05 21:59:50 -05:00
Ishaan Bhardwaj
45120bc9f7 Update README MacOS instructions 2021-01-05 08:59:22 -05:00
47 changed files with 5189 additions and 426 deletions

View File

@@ -1,16 +1,11 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png)
Important notice
================
![Tetra Online Notice](https://pbs.twimg.com/media/Eo3CkIHW8AEoK_U?format=png&name=small)
![Cambridge Banner](https://t-sp.in/public/img/cambridge.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)!
The project 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
@@ -45,7 +40,13 @@ Playing the game
You do not need LÖVE on Windows, as it comes bundled with the program.
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
#### Stable release
To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/sashlilac/cambridge/releases/latest).
All assets needed are bundled with the executable.
#### Bleeding edge
If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
@@ -65,6 +66,14 @@ Then, check the mod pack section at the bottom of this page.
If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!**
#### Downloading a release
You can download the .love file in the latest release, and run it with:
love cambridge.love
#### Installing from source
Clone the repository in git:
git clone https://github.com/SashLilac/cambridge
@@ -79,11 +88,7 @@ It should run automatically!
## Installing modpacks
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 instructions on how to install modpacks, go to [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
License
-------

View File

@@ -140,3 +140,33 @@ HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
bigint.lua (https://github.com/empyreuma/bigint.lua)
--------------------
3-Clause BSD License
Copyright (c) Emily "empyreuma" 2016
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the <organization> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

View File

@@ -3,19 +3,11 @@ 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.
* 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).
* 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.
MARATHON
--------
@@ -28,8 +20,6 @@ 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 C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
SURVIVAL
@@ -43,14 +33,7 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase.
RACE
----
Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
* **SURVIVAL AX**: Another mode from TGM Ace.
PHANTOM MANIA
@@ -69,8 +52,4 @@ OTHER MODES
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
* **Big A2**: Marathon A2 but all the pieces are BIG!

View File

@@ -56,9 +56,19 @@ 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
local s
if type(number) == "number" then
s = string.format("%d", number)
elseif type(number) == "string" then
if not tonumber(number) then
return
else
s = number
end
else
return
end
local pos = Mod1(string.len(s), 3)
return string.sub(s, 1, pos)
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
end
@@ -67,3 +77,16 @@ 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
function table.contains(table, element)
for _, value in pairs(table) do
if value == element then
return true
end
end
return false
end
function clamp(a, b, c)
return math.min(a, math.max(b, c))
end

547
libs/bigint/bigint.lua Normal file
View File

@@ -0,0 +1,547 @@
#!/usr/bin/env lua
-- If this variable is true, then strict type checking is performed for all
-- operations. This may result in slower code, but it will allow you to catch
-- errors and bugs earlier.
local strict = true
--------------------------------------------------------------------------------
local bigint = {}
local named_powers = require("libs.bigint.named-powers-of-ten")
-- Create a new bigint or convert a number or string into a big
-- Returns an empty, positive bigint if no number or string is given
function bigint.new(num)
local self = {
sign = "+",
digits = {}
}
-- Return a new bigint with the same sign and digits
function self:clone()
local newint = bigint.new()
newint.sign = self.sign
for _, digit in pairs(self.digits) do
newint.digits[#newint.digits + 1] = digit
end
return newint
end
setmetatable(self, {
__add = function(lhs, rhs)
return bigint.add(lhs, rhs)
end,
__unm = function()
if (self.sign == "+") then
self.sign = "-"
else
self.sign = "+"
end
return self
end,
__sub = function(lhs, rhs)
return bigint.subtract(lhs, rhs)
end,
__mul = function(lhs, rhs)
return bigint.multiply(lhs, rhs)
end,
__div = function(lhs, rhs)
return bigint.divide(lhs, rhs)
end,
__mod = function(lhs, rhs)
return bigint.modulus(lhs, rhs)
end,
__pow = function(lhs, rhs)
return bigint.exponentiate(lhs, rhs)
end,
__tostring = function()
return bigint.unserialize(self, "s")
end
})
if (num) then
local num_string = tostring(num)
for digit in string.gmatch(num_string, "[0-9]") do
table.insert(self.digits, tonumber(digit))
end
if string.sub(num_string, 1, 1) == "-" then
self.sign = "-"
end
end
return self
end
-- Check the type of a big
-- Normally only runs when global variable "strict" == true, but checking can be
-- forced by supplying "true" as the second argument.
function bigint.check(big, force)
if (strict or force) then
assert(#big.digits > 0, "bigint is empty")
assert(type(big.sign) == "string", "bigint is unsigned")
for _, digit in pairs(big.digits) do
assert(type(digit) == "number", digit .. " is not a number")
assert(digit <= 9 and digit >= 0, digit .. " is not between 0 and 9")
assert(math.floor(digit) == digit, digit .. " is not an integer")
end
end
return true
end
-- Return a new big with the same digits but with a positive sign (absolute
-- value)
function bigint.abs(big)
bigint.check(big)
local result = big:clone()
result.sign = "+"
return result
end
-- Return the number of digits in the big
function bigint.digits(big)
bigint.check(big)
return #big.digits
end
-- Convert a big to a number or string
function bigint.unserialize(big, output_type, precision)
bigint.check(big)
local num = ""
if big.sign == "-" then
num = "-"
end
if ((output_type == nil)
or (output_type == "number")
or (output_type == "n")
or (output_type == "string")
or (output_type == "s")) then
-- Unserialization to a string or number requires reconstructing the
-- entire number
for _, digit in pairs(big.digits) do
num = num .. math.floor(digit) -- lazy way of getting rid of .0$
end
if ((output_type == nil)
or (output_type == "number")
or (output_type == "n")) then
return tonumber(num)
else
return num
end
else
-- Unserialization to human-readable form or scientific notation only
-- requires reading the first few digits
if (precision == nil) then
precision = math.min(#big.digits, 3)
else
assert(precision > 0, "Precision cannot be less than 1")
assert(math.floor(precision) == precision,
"Precision must be a positive integer")
end
-- num is the first (precision + 1) digits, the first being separated by
-- a decimal point from the others
num = num .. math.floor(big.digits[1])
if (precision > 1) then
num = num .. "."
for i = 1, (precision - 1) do
num = num .. math.floor(big.digits[i + 1])
end
end
if ((output_type == "human-readable")
or (output_type == "human")
or (output_type == "h"))
and (#big.digits >= 3 and #big.digits <= 10002) then
-- Human-readable output contributed by 123eee555
local name
local walkback = 0 -- Used to enumerate "ten", "hundred", etc
-- Walk backwards in the index of named_powers starting at the
-- number of digits of the input until the first value is found
for i = (#big.digits - 1), (#big.digits - 4), -1 do
name = named_powers[i]
if (name) then
if (walkback == 1) then
name = "ten " .. name
elseif (walkback == 2) then
name = "hundred " .. name
end
break
else
walkback = walkback + 1
end
end
return num .. " " .. name
else
return num .. "*10^" .. (#big.digits - 1)
end
end
end
-- Basic comparisons
-- Accepts symbols (<, >=, ~=) and Unix shell-like options (lt, ge, ne)
function bigint.compare(big1, big2, comparison)
bigint.check(big1)
bigint.check(big2)
local greater = false -- If big1.digits > big2.digits
local equal = false
if (big1.sign == "-") and (big2.sign == "+") then
greater = false
elseif (#big1.digits > #big2.digits)
or ((big1.sign == "+") and (big2.sign == "-")) then
greater = true
elseif (#big1.digits == #big2.digits) then
-- Walk left to right, comparing digits
for digit = 1, #big1.digits do
if (big1.digits[digit] > big2.digits[digit]) then
greater = true
break
elseif (big2.digits[digit] > big1.digits[digit]) then
break
elseif (digit == #big1.digits)
and (big1.digits[digit] == big2.digits[digit]) then
equal = true
end
end
end
-- If both numbers are negative, then the requirements for greater are
-- reversed
if (not equal) and (big1.sign == "-") and (big2.sign == "-") then
greater = not greater
end
return (((comparison == "<") or (comparison == "lt"))
and ((not greater) and (not equal)) and true)
or (((comparison == ">") or (comparison == "gt"))
and ((greater) and (not equal)) and true)
or (((comparison == "==") or (comparison == "eq"))
and (equal) and true)
or (((comparison == ">=") or (comparison == "ge"))
and (equal or greater) and true)
or (((comparison == "<=") or (comparison == "le"))
and (equal or not greater) and true)
or (((comparison == "~=") or (comparison == "!=") or (comparison == "ne"))
and (not equal) and true)
or false
end
-- BACKEND: Add big1 and big2, ignoring signs
function bigint.add_raw(big1, big2)
bigint.check(big1)
bigint.check(big2)
local result = bigint.new()
local max_digits = 0
local carry = 0
if (#big1.digits >= #big2.digits) then
max_digits = #big1.digits
else
max_digits = #big2.digits
end
-- Walk backwards right to left, like in long addition
for digit = 0, max_digits - 1 do
local sum = (big1.digits[#big1.digits - digit] or 0)
+ (big2.digits[#big2.digits - digit] or 0)
+ carry
if (sum >= 10) then
carry = 1
sum = sum - 10
else
carry = 0
end
result.digits[max_digits - digit] = sum
end
-- Leftover carry in cases when #big1.digits == #big2.digits and sum > 10, ex. 7 + 9
if (carry == 1) then
table.insert(result.digits, 1, 1)
end
return result
end
-- BACKEND: Subtract big2 from big1, ignoring signs
function bigint.subtract_raw(big1, big2)
-- Type checking is done by bigint.compare
assert(bigint.compare(bigint.abs(big1), bigint.abs(big2), ">="),
"Size of " .. bigint.unserialize(big1, "string") .. " is less than "
.. bigint.unserialize(big2, "string"))
local result = big1:clone()
local max_digits = #big1.digits
local borrow = 0
-- Logic mostly copied from bigint.add_raw ---------------------------------
-- Walk backwards right to left, like in long subtraction
for digit = 0, max_digits - 1 do
local diff = (big1.digits[#big1.digits - digit] or 0)
- (big2.digits[#big2.digits - digit] or 0)
- borrow
if (diff < 0) then
borrow = 1
diff = diff + 10
else
borrow = 0
end
result.digits[max_digits - digit] = diff
end
----------------------------------------------------------------------------
-- Strip leading zeroes if any, but not if 0 is the only digit
while (#result.digits > 1) and (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
return result
end
-- FRONTEND: Addition and subtraction operations, accounting for signs
function bigint.add(big1, big2)
-- Type checking is done by bigint.compare
local result
-- If adding numbers of different sign, subtract the smaller sized one from
-- the bigger sized one and take the sign of the bigger sized one
if (big1.sign ~= big2.sign) then
if (bigint.compare(bigint.abs(big1), bigint.abs(big2), ">")) then
result = bigint.subtract_raw(big1, big2)
result.sign = big1.sign
else
result = bigint.subtract_raw(big2, big1)
result.sign = big2.sign
end
elseif (big1.sign == "+") and (big2.sign == "+") then
result = bigint.add_raw(big1, big2)
elseif (big1.sign == "-") and (big2.sign == "-") then
result = bigint.add_raw(big1, big2)
result.sign = "-"
end
return result
end
function bigint.subtract(big1, big2)
-- Type checking is done by bigint.compare in bigint.add
-- Subtracting is like adding a negative
local big2_local = big2:clone()
if (big2.sign == "+") then
big2_local.sign = "-"
else
big2_local.sign = "+"
end
return bigint.add(big1, big2_local)
end
-- BACKEND: Multiply a big by a single digit big, ignoring signs
function bigint.multiply_single(big1, big2)
bigint.check(big1)
bigint.check(big2)
assert(#big2.digits == 1, bigint.unserialize(big2, "string")
.. " has more than one digit")
local result = bigint.new()
local carry = 0
-- Logic mostly copied from bigint.add_raw ---------------------------------
-- Walk backwards right to left, like in long multiplication
for digit = 0, #big1.digits - 1 do
local this_digit = big1.digits[#big1.digits - digit]
* big2.digits[1]
+ carry
if (this_digit >= 10) then
carry = math.floor(this_digit / 10)
this_digit = this_digit - (carry * 10)
else
carry = 0
end
result.digits[#big1.digits - digit] = this_digit
end
-- Leftover carry in cases when big1.digits[1] * big2.digits[1] > 0
if (carry > 0) then
table.insert(result.digits, 1, carry)
end
----------------------------------------------------------------------------
return result
end
-- FRONTEND: Multiply two bigs, accounting for signs
function bigint.multiply(big1, big2)
-- Type checking done by bigint.multiply_single
local result = bigint.new(0)
local larger, smaller -- Larger and smaller in terms of digits, not size
if (bigint.unserialize(big1) == 0) or (bigint.unserialize(big2) == 0) then
return result
end
if (#big1.digits >= #big2.digits) then
larger = big1
smaller = big2
else
larger = big2
smaller = big1
end
-- Walk backwards right to left, like in long multiplication
for digit = 0, #smaller.digits - 1 do
-- Sorry for going over column 80! There's lots of big names here
local this_digit_product = bigint.multiply_single(larger,
bigint.new(smaller.digits[#smaller.digits - digit]))
-- "Placeholding zeroes"
if (digit > 0) then
for placeholder = 1, digit do
table.insert(this_digit_product.digits, 0)
end
end
result = bigint.add(result, this_digit_product)
end
if (larger.sign == smaller.sign) then
result.sign = "+"
else
result.sign = "-"
end
return result
end
-- Raise a big to a positive integer or big power (TODO: negative integer power)
function bigint.exponentiate(big, power)
-- Type checking for big done by bigint.multiply
assert(bigint.compare(power, bigint.new(0), ">="),
" negative powers are not supported")
local exp = power:clone()
if (bigint.compare(exp, bigint.new(0), "==")) then
return bigint.new(1)
elseif (bigint.compare(exp, bigint.new(1), "==")) then
return big:clone()
else
local result = bigint.new(1)
local base = big:clone()
while (true) do
if (bigint.compare(
bigint.modulus(exp, bigint.new(2)), bigint.new(1), "=="
)) then
result = bigint.multiply(result, base)
end
if (bigint.compare(exp, bigint.new(1), "==")) then
break
else
exp = bigint.divide(exp, bigint.new(2))
base = bigint.multiply(base, base)
end
end
return result
end
end
-- BACKEND: Divide two bigs (decimals not supported), returning big result and
-- big remainder
-- WARNING: Only supports positive integers
function bigint.divide_raw(big1, big2)
-- Type checking done by bigint.compare
if (bigint.compare(big1, big2, "==")) then
return bigint.new(1), bigint.new(0)
elseif (bigint.compare(big1, big2, "<")) then
return bigint.new(0), big1:clone()
else
assert(bigint.compare(big2, bigint.new(0), "!="), "error: divide by zero")
assert(big1.sign == "+", "error: big1 is not positive")
assert(big2.sign == "+", "error: big2 is not positive")
local result = bigint.new()
local dividend = bigint.new() -- Dividend of a single operation
local neg_zero = bigint.new(0)
neg_zero.sign = "-"
for i = 1, #big1.digits do
-- Fixes a negative zero bug
if (#dividend.digits ~= 0) and (bigint.compare(dividend, neg_zero, "==")) then
dividend = bigint.new()
end
table.insert(dividend.digits, big1.digits[i])
local factor = bigint.new(0)
while bigint.compare(dividend, big2, ">=") do
dividend = bigint.subtract(dividend, big2)
factor = bigint.add(factor, bigint.new(1))
end
for i = 0, #factor.digits - 1 do
result.digits[#result.digits + 1 - i] = factor.digits[i + 1]
end
end
-- Remove leading zeros from result
while (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
return result, dividend
end
end
-- FRONTEND: Divide two bigs (decimals not supported), returning big result and
-- big remainder, accounting for signs
function bigint.divide(big1, big2)
local result, remainder = bigint.divide_raw(bigint.abs(big1),
bigint.abs(big2))
if (big1.sign == big2.sign) then
result.sign = "+"
else
result.sign = "-"
end
return result, remainder
end
-- FRONTEND: Return only the remainder from bigint.divide
function bigint.modulus(big1, big2)
local result, remainder = bigint.divide(big1, big2)
-- Remainder will always have the same sign as the dividend per C standard
-- https://en.wikipedia.org/wiki/Modulo_operation#Remainder_calculation_for_the_modulo_operation
remainder.sign = big1.sign
return remainder
end
return bigint

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2
load/bigint.lua Normal file
View File

@@ -0,0 +1,2 @@
bigint = require "libs.bigint.bigint"
number_names = require "libs.bigint.named-powers-of-ten"

View File

@@ -61,6 +61,11 @@ blocks = {
F = love.graphics.newImage("res/img/gem9.png"),
A = love.graphics.newImage("res/img/gem9.png"),
X = love.graphics.newImage("res/img/gem9.png"),
},
["square"] = {
F = love.graphics.newImage("res/img/squares.png"),
Y = love.graphics.newImage("res/img/squareg.png"),
X = love.graphics.newImage("res/img/squares.png"),
}
}

View File

@@ -7,6 +7,7 @@ function love.load()
require "load.sounds"
require "load.bgm"
require "load.save"
require "load.bigint"
loadSave()
require "scene"
--config["side_next"] = false
@@ -15,8 +16,13 @@ function love.load()
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas()
-- init config
if not config.das then config.das = 10 end
if not config.arr then config.arr = 2 end
if not config.dcd then config.dcd = 0 end
if not config.sfx_volume then config.sfx_volume = 0.5 end
if not config.bgm_volume then config.bgm_volume = 0.5 end
@@ -105,6 +111,9 @@ function love.update(dt)
end
function love.draw()
love.graphics.setCanvas(GLOBAL_CANVAS)
love.graphics.clear()
love.graphics.push()
-- get offset matrix
@@ -120,6 +129,10 @@ function love.draw()
scene:render()
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setColor(1,1,1,1)
love.graphics.draw(GLOBAL_CANVAS)
end
function love.keypressed(key, scancode)
@@ -137,6 +150,14 @@ function love.keypressed(key, scancode)
scene.restart_message = true
if config.secret then playSE("mode_decide")
else playSE("erase") end
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
if not love.filesystem.getInfo("ss") then
love.filesystem.createDirectory("ss")
end
print("Saving screenshot as "..ss_name)
GLOBAL_CANVAS:newImageData():encode("png", ss_name)
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
@@ -258,3 +279,8 @@ function love.focus(f)
pauseBGM()
end
end
function love.resize(w, h)
GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
end

View File

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

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View File

@@ -8,7 +8,9 @@ function CreditsScene:new()
end
function CreditsScene:update()
if love.window.hasFocus() then
self.frames = self.frames + 1
end
if self.frames >= 4200 then
playSE("mode_decide")
scene = TitleScene()

View File

@@ -4,12 +4,13 @@ GameScene.title = "Game"
require 'load.save'
function GameScene:new(game_mode, ruleset)
function GameScene:new(game_mode, ruleset, inputs)
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.game = game_mode()
self.secret_inputs = copy(inputs)
self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset()
self.game:initialize(self.ruleset)
self.game:initialize(self.ruleset, self.secret_inputs)
self.inputs = {
left=false,
right=false,
@@ -49,11 +50,40 @@ function GameScene:render()
)
-- game frame
if self.game.grid.width == 10 and self.game.grid.height == 24 then
love.graphics.draw(misc_graphics["frame"], 48, 64)
end
love.graphics.setColor(0, 0, 0, 200)
love.graphics.rectangle("fill", 64, 80, 160, 320)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.game.grid.width, 16 * (self.game.grid.height - 4)
)
if self.game.grid.width ~= 10 or self.game.grid.height ~= 24 then
love.graphics.setColor(174/255, 83/255, 76/255, 1)
love.graphics.setLineWidth(8)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
60,76
)
love.graphics.setColor(203/255, 137/255, 111/255, 1)
love.graphics.setLineWidth(4)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
60,76
)
love.graphics.setLineWidth(1)
end
self.game:drawGrid()
if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
self.game:drawPiece()
self.game:drawNextQueue(self.ruleset)
self.game:drawScoringInfo()
@@ -75,16 +105,23 @@ function GameScene:render()
love.graphics.setFont(font_3x5_3)
if self.paused then love.graphics.print("PAUSED!", 80, 100) end
if self.game.completed then
self.game:onGameComplete()
elseif self.game.game_over then
self.game:onGameOver()
end
end
function GameScene:onInputPress(e)
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
if (self.game.game_over or self.game.completed) and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") 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()
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
elseif e.input == "retry" then
scene = GameScene(self.retry_mode, self.retry_ruleset)
switchBGM(nil)
scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
self.paused = not self.paused
if self.paused then pauseBGM()

View File

@@ -11,11 +11,13 @@ ConfigScene.options = {
{"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
{"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"buffer_lock", "Buffer Lock Inputs", false, {"On", "Off"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
}
@@ -31,8 +33,8 @@ function ConfigScene:new()
state = "Changing game settings",
})
self.sfxSlider = newSlider(165, 375, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20})
self.bgmSlider = newSlider(465, 375, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20})
self.sfxSlider = newSlider(165, 400, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
self.bgmSlider = newSlider(465, 400, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
end
function ConfigScene:update()
@@ -55,9 +57,9 @@ function ConfigScene:render()
--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)
if not ConfigScene.options[self.highlight][3] then
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
else
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 322, 215, 33)
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 342, 215, 33)
end
love.graphics.setFont(font_3x5_2)
@@ -74,8 +76,8 @@ function ConfigScene:render()
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.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 345)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 345)
love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw()
@@ -101,7 +103,7 @@ function ConfigScene:onInputPress(e)
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)))
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 5) / (sld.max - sld.min)))
end
elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then
@@ -111,7 +113,7 @@ function ConfigScene:onInputPress(e)
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))
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 5) / (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
loadSave()

View File

@@ -11,6 +11,14 @@ function ModeSelectScene:new()
ruleset = current_ruleset,
select = "mode",
}
self.secret_inputs = {
rotate_left = false,
rotate_left2 = false,
rotate_right = false,
rotate_right2 = false,
rotate_180 = false,
hold = false,
}
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
@@ -67,7 +75,7 @@ function ModeSelectScene:onInputPress(e)
config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset], self.secret_inputs)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
playSE("cursor")
@@ -79,6 +87,14 @@ function ModeSelectScene:onInputPress(e)
playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
elseif e.input then
self.secret_inputs[e.input] = true
end
end
function ModeSelectScene:onInputRelease(e)
if e.input == "hold" or (e.input and string.sub(e.input, 1, 7) == "rotate_") then
self.secret_inputs[e.input] = false
end
end

View File

@@ -72,6 +72,7 @@ function TitleScene:render()
)
love.graphics.print("Happy Holidays!", 320, -100 + self.y_offset)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(self.restart_message and "Restart Cambridge..." or "", 0, 0)
love.graphics.setColor(1, 1, 1, 0.5)

View File

@@ -9,6 +9,7 @@ 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"},
{"dcd", "DCD", "dcdSlider"},
}
local optioncount = #TuningScene.options
@@ -20,13 +21,15 @@ function TuningScene:new()
})
self.highlight = 1
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.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
self.arrSlider = newSlider(290, 300, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
self.dcdSlider = newSlider(290, 375, 400, config.dcd, 0, 6, function(v) config.dcd = math.floor(v) end, {width=20, knob="circle", track="roundrect"})
end
function TuningScene:update()
self.dasSlider:update()
self.arrSlider:update()
self.dcdSlider:update()
end
function TuningScene:render()
@@ -38,7 +41,7 @@ function TuningScene:render()
)
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 73 + self.highlight * 100, 400, 33)
love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33)
love.graphics.setColor(1, 1, 1, 1)
@@ -50,11 +53,13 @@ function TuningScene:render()
love.graphics.setFont(font_3x5_3)
love.graphics.print("Delayed Auto-Shift (DAS): " .. math.floor(self.dasSlider:getValue()) .. "F", 80, 175)
love.graphics.print("Auto-Repeat Rate (ARR): " .. math.floor(self.arrSlider:getValue()) .. "F", 80, 275)
love.graphics.print("Auto-Repeat Rate (ARR): " .. math.floor(self.arrSlider:getValue()) .. "F", 80, 250)
love.graphics.print("DAS Cut Delay (DCD): " .. math.floor(self.dcdSlider:getValue()) .. "F", 80, 325)
love.graphics.setColor(1, 1, 1, 0.75)
self.dasSlider:draw()
self.arrSlider:draw()
self.dcdSlider:draw()
end
function TuningScene:onInputPress(e)

View File

@@ -6,13 +6,15 @@ local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "A" }
function Grid:new()
function Grid:new(width, height)
self.grid = {}
self.grid_age = {}
for y = 1, 24 do
self.width = width
self.height = height
for y = 1, self.height do
self.grid[y] = {}
self.grid_age[y] = {}
for x = 1, 10 do
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
end
@@ -20,8 +22,8 @@ function Grid:new()
end
function Grid:clear()
for y = 1, 24 do
for x = 1, 10 do
for y = 1, self.height do
for x = 1, self.width do
self.grid[y][x] = empty
self.grid_age[y][x] = 0
end
@@ -29,7 +31,7 @@ function Grid:clear()
end
function Grid:getCell(x, y)
if x < 1 or x > 10 or y > 24 then return oob
if x < 1 or x > self.width or y > self.height then return oob
elseif y < 1 then return empty
else return self.grid[y][x]
end
@@ -98,89 +100,84 @@ end
function Grid:getClearedRowCount()
local count = 0
for row = 1, 24 do
local cleared_row_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
count = count + 1
table.insert(cleared_row_table, row)
end
end
return count
return count, cleared_row_table
end
function Grid:markClearedRows()
for row = 1, 24 do
local block_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
for x = 1, 10 do
block_table[row] = {}
for x = 1, self.width do
block_table[row][x] = {
skin = self.grid[row][x].skin,
colour = self.grid[row][x].colour,
}
self.grid[row][x] = {
skin = self.grid[row][x].skin,
colour = "X"
}
--self.grid_age[row][x] = 0
end
end
end
return true
return block_table
end
function Grid:clearClearedRows()
for row = 1, 24 do
for row = 1, self.height do
if self:isRowFull(row) then
for above_row = row, 2, -1 do
self.grid[above_row] = self.grid[above_row - 1]
self.grid_age[above_row] = self.grid_age[above_row - 1]
end
self.grid[1] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[1] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
self.grid[1] = {}
self.grid_age[1] = {}
for i = 1, self.width do
self.grid[1][i] = empty
self.grid_age[1][i] = 0
end
end
end
return true
end
function Grid:copyBottomRow()
for row = 1, 23 do
for row = 1, self.height - 1 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] = (self.grid[23][col] == empty) and empty or block
self.grid[self.height] = {}
self.grid_age[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
self.grid_age[self.height][i] = 0
end
return true
end
function Grid:garbageRise(row_vals)
for row = 1, 23 do
for row = 1, self.height - 1 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
self.grid[self.height] = {}
self.grid_age[self.height] = {}
for i = 1, self.width do
self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
self.grid_age[self.height][i] = 0
end
end
function Grid:clearSpecificRow(row)
for col = 1, 10 do
for col = 1, self.width do
self.grid[row][col] = empty
end
end
@@ -194,7 +191,7 @@ 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 and y < 24 then
if y + 1 > 0 and y < self.height then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.colour
@@ -210,7 +207,7 @@ 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
if y*2+a > 0 and y*2 < self.height then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.colour
@@ -222,8 +219,8 @@ function Grid:applyBigPiece(piece)
end
function Grid:checkForBravo(cleared_row_count)
for i = 0, 23 - cleared_row_count do
for j = 0, 9 do
for i = 0, self.height - 1 - cleared_row_count do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
end
@@ -231,9 +228,9 @@ function Grid:checkForBravo(cleared_row_count)
end
function Grid:checkStackHeight()
for i = 0, 23 do
for j = 0, 9 do
if self:isOccupied(j, i) then return 24 - i end
for i = 0, self.height - 1 do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return self.height - i end
end
end
return 0
@@ -274,8 +271,8 @@ function Grid:checkSecretGrade()
end
function Grid:hasGemBlocks()
for y = 1, 24 do
for x = 1, 10 do
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x].skin == "gem" then
return true
end
@@ -286,16 +283,16 @@ end
function Grid:mirror()
local new_grid = {}
for y = 1, 24 do
for y = 1, self.height do
new_grid[y] = {}
for x = 1, 10 do
for x = 1, self.width 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]
for y = 1, self.height do
for x = 1, self.width do
new_grid[y][x] = self.grid[y][self.width + 1 - x]
end
end
self.grid = new_grid
@@ -310,9 +307,83 @@ function Grid:applyMap(map)
end
end
-- inefficient algorithm for squares
function Grid:markSquares()
-- goes up by 1 for silver, 2 for gold
local square_count = 0
for i = 1, 2 do
for y = 5, self.height - 3 do
for x = 1, self.width - 3 do
local age_table = {}
local age_count = 0
local colour_table = {}
local is_square = true
for j = 0, 3 do
for k = 0, 3 do
if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
is_square = false
end
if age_table[self.grid_age[y+j][x+k]] == nil then
age_table[self.grid_age[y+j][x+k]] = 1
age_count = age_count + 1
else
age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
end
if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
is_square = false
end
if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
table.insert(colour_table, self.grid[y+j][x+k].colour)
end
end
end
if is_square then
if i == 1 and #colour_table == 1 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "Y"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 2
elseif i == 2 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "F"
self.grid[y+j][x+k].skin = "square"
end
end
square_count = square_count + 1
end
end
end
end
end
return square_count
end
-- square scan
function Grid:scanForSquares()
local table = {}
for row = 1, self.height do
local silver = 0
local gold = 0
for col = 1, self.width do
local colour = self.grid[row][col].colour
if self.grid[row][col].skin == "square" then
if colour == "Y" then gold = gold + 1
else silver = silver + 1 end
end
end
table[row] = gold * 2.5 + silver * 1.25
end
return table
end
function Grid:update()
for y = 1, 24 do
for x = 1, 10 do
for y = 1, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
self.grid_age[y][x] = self.grid_age[y][x] + 1
end
@@ -321,33 +392,38 @@ function Grid:update()
end
function Grid:draw()
for y = 5, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
for y = 5, self.height do
for x = 1, self.width do
if blocks[self.grid[y][x].skin] and
blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
if self.grid_age[y][x] < 2 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)
elseif self.grid[y][x].colour == "X" then
love.graphics.setColor(0, 0, 0, 0)
--love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
else
love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end
if self.grid[y][x].skin ~= "bone" then
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" 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
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" 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
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") 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
if x < self.width 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
@@ -357,21 +433,28 @@ function Grid:draw()
end
function Grid:drawOutline()
for y = 5, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
for y = 5, self.height do
for x = 1, self.width do
--[[
if self.grid[y][x].colour == "X" then
love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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] ~= empty and self.grid[y][x].colour ~= "X" 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
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" 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
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") 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
if x < self.width 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
@@ -382,11 +465,12 @@ 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
for x = 1, 10 do
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then
opacity = 1
opacity = 0
--opacity = 1 - self.grid_age[y][x] / 15
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x])
else
@@ -398,16 +482,17 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" 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
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") 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
if x < self.width 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
@@ -426,29 +511,31 @@ function Grid:drawCustom(colour_function, gamestate)
gamestate: the gamemode instance itself to pass in colour_function
]]
for y = 5, 24 do
for x = 1, 10 do
for y = 5, self.height do
for x = 1, self.width 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
A = 0
--A = 1 - self.grid_age[y][x] / 15
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
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" 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
if y < self.height and self.grid[y+1][x] == empty or
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") 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
if x < self.width 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

View File

@@ -104,9 +104,8 @@ function Piece:dropToBottom(grid)
self:dropSquares(math.huge, grid)
self.gravity = 0
if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay
if self.ghost == false then playSE("bottom") end
self.lock_delay = 0
-- self.lock_delay = 0
end
return self
end

View File

@@ -5,14 +5,18 @@ local playedReadySE = false
local playedGoSE = false
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
local Randomizer = require 'tetris.randomizers.bag7'
local BagRandomizer = require 'tetris.randomizers.bag'
local GameMode = Object:extend()
GameMode.name = ""
GameMode.hash = ""
GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new()
self.grid = Grid()
function GameMode:new(secret_inputs)
self.grid = Grid(10, 24)
self.randomizer = Randomizer()
self.piece = nil
self.ready_frames = 100
@@ -21,6 +25,7 @@ function GameMode:new()
self.score = 0
self.level = 0
self.lines = 0
self.squares = 0
self.drop_bonus = 0
self.are = 0
self.lcd = 0
@@ -40,11 +45,14 @@ function GameMode:new()
self.enable_hard_drop = true
self.next_queue_length = 1
self.additive_gravity = true
self.classic_lock = false
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
self.irs = true
self.ihs = true
self.square_mode = false
self.immobile_spin_bonus = false
self.rpc_details = "In game"
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
@@ -56,6 +64,8 @@ function GameMode:new()
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.cleared_block_table = {}
self.used_randomizer = nil
self.hold_queue = nil
self.held = false
self.section_start_time = 0
@@ -70,20 +80,34 @@ function GameMode:getLineARE() return 25 end
function GameMode:getLockDelay() return 30 end
function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getDasCutDelay() return 0 end
function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
skin = self:getSkin(),
shape = self.used_randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
function GameMode:initialize(ruleset)
function GameMode:getSkin()
return "2tie"
end
function GameMode:initialize(ruleset, secret_inputs)
-- generate next queue
self:new()
for i = 1, self.next_queue_length do
self:new(secret_inputs)
self.used_randomizer = (
ruleset.pieces == self.randomizer.possible_pieces and
self.randomizer or
(
ruleset.pieces == 7 and
Randomizer() or
BagRandomizer(ruleset.pieces)
)
)
for i = 1, math.max(self.next_queue_length, 1) 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]
@@ -91,14 +115,10 @@ function GameMode:initialize(ruleset)
end
function GameMode:update(inputs, ruleset)
if self.game_over then
if self.game_over or self.completed then
self.game_over_frames = self.game_over_frames + 1
if self.game_over_frames >= 60 then
self.completed = true
end
return
end
if self.completed then return end
if config.gamesettings.diagonal_input == 2 then
if inputs["left"] or inputs["right"] then
@@ -113,16 +133,34 @@ function GameMode:update(inputs, ruleset)
-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
self:chargeDAS(inputs, self:getDasLimit(), self:getARR())
-- set attempt flags
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece) end
if inputs["left"] or inputs["right"] then
self:onAttemptPieceMove(self.piece)
if self.immobile_spin_bonus and self.piece ~= nil then
if not self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
not self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) then
self.piece.spin = false
end
end
end
if
inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"] or
inputs["rotate_180"]
then
self:onAttemptPieceRotate(self.piece)
if self.immobile_spin_bonus and self.piece ~= nil then
if self.piece:isDropBlocked(self.grid) and
self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=0, y=-1 }) then
self.piece.spin = true
else
self.piece.spin = false
end
end
end
if self.piece == nil then
@@ -135,27 +173,52 @@ function GameMode:update(inputs, ruleset)
if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
self:hold(inputs, ruleset)
self.prev_inputs = inputs
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
end
return
end
if self.lock_drop and inputs["down"] ~= true then
if (self.lock_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["down"] ~= true then
self.drop_locked = false
end
if self.lock_hard_drop and inputs["up"] ~= true then
if (self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["up"] ~= true then
self.hard_drop_locked = false
end
-- diff vars to use in checks
local piece_y = self.piece.position.y
local piece_rot = self.piece.rotation
ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity
self.enable_hard_drop, self.additive_gravity, self.classic_lock
)
local piece_dy = self.piece.position.y - piece_y
local piece_drot = self.piece.rotation - piece_rot
-- das cut
if (
(piece_dy ~= 0 and (inputs.up or inputs.down)) or
(piece_drot ~= 0 and (
inputs.rotate_left or inputs.rotate_right or
inputs.rotate_left2 or inputs.rotate_right2 or
inputs.rotate_180
))
) then
self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(),
-(self:getDasCutDelay() + 1)
)
end
if inputs["up"] == true and
self.piece:isDropBlocked(self.grid) and
@@ -179,13 +242,15 @@ function GameMode:update(inputs, ruleset)
if self.piece.locked == true then
self.grid:applyPiece(self.piece)
self.grid:markClearedRows()
if self.square_mode then
self.squares = self.squares + self.grid:markSquares()
end
local cleared_row_count = self.grid:getClearedRowCount()
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.cleared_block_table = self.grid:markClearedRows()
self.piece = nil
if self.enable_hold then
self.held = false
@@ -194,16 +259,19 @@ function GameMode:update(inputs, ruleset)
if cleared_row_count > 0 then
playSE("erase")
self.lcd = self:getLineClearDelay()
self.are = self:getLineARE()
self.are = (
ruleset.are and self:getLineARE() or 0
)
if self.lcd == 0 then
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
self:onLineClear(cleared_row_count)
else
if self:getARE() == 0 then
if self:getARE() == 0 or not ruleset.are then
self:initializeOrHold(inputs, ruleset)
else
self.are = self:getARE()
@@ -233,6 +301,7 @@ function GameMode:onPieceLock(piece, cleared_row_count)
end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:afterLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold() end
@@ -247,6 +316,15 @@ end
function GameMode:onGameOver()
switchBGM(nil)
love.graphics.setColor(0, 0, 0, 1 - 2 ^ (-self.game_over_frames / 30))
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
)
end
function GameMode:onGameComplete()
self:onGameOver()
end
-- DAS functions
@@ -327,6 +405,12 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
playedGoSE = false
end
if self.ready_frames > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
if not playedReadySE then
playedReadySE = true
playSEOnce("ready")
@@ -340,16 +424,30 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self:initializeOrHold(inputs, ruleset)
end
elseif self.lcd > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
self.lcd = self.lcd - 1
self:areCancel(inputs, ruleset)
if self.lcd == 0 then
local cleared_row_count = self.grid:getClearedRowCount()
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
playSE("fall")
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
elseif self.are > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
self.are = self.are - 1
self:areCancel(inputs, ruleset)
if self.are == 0 then
@@ -359,14 +457,15 @@ 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.frames == 0 or (ruleset.are and self:getARE() ~= 0) and self.ihs or false
) and self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset, true)
else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
end
self:onPieceEnter()
if not self.grid:canPlacePiece(self.piece) then
self:onGameOver()
self.game_over = true
end
end
@@ -403,23 +502,46 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop, self.big_mode,
self.irs
(
self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
) and self.irs or false,
self.buffer_hard_drop, self.buffer_soft_drop,
self.lock_on_hard_drop, self.lock_on_soft_drop
)
if self.lock_drop then
if self.piece:isDropBlocked(self.grid) and
self.grid:canPlacePiece(self.piece) then
playSE("bottom")
end
if self.buffer_hard_drop then
self.buffer_hard_drop = false
self:onHardDrop(self.piece.position.y - (
self.big_mode and
ruleset.big_spawn_positions[self.piece.shape].y or
ruleset.spawn_positions[self.piece.shape].y)
)
end
if self.buffer_soft_drop then
self.buffer_soft_drop = false
end
if self.lock_drop or (
not ruleset.are or self:getARE() == 0
) then
self.drop_locked = true
end
if self.lock_hard_drop then
if self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
) then
self.hard_drop_locked = true
end
if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self:playNextSound()
self:playNextSound(ruleset)
end
function GameMode:playNextSound()
playSE("blocks", self.next_queue[1].shape)
function GameMode:playNextSound(ruleset)
playSE("blocks", ruleset.next_sounds[self.next_queue[1].shape])
end
function GameMode:getHighScoreData()
@@ -428,14 +550,87 @@ function GameMode:getHighScoreData()
}
end
function GameMode:animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
skin, colour,
48 + x * 16, y * 16
}
end
function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Fadeout (default)
--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flash
--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
self.lcd % 6 < 3 and 1 or 0.25,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- TGM1 pop-out
--[[
function animation(x, y, skin, colour)
local p = 0.5
local l = (
(self:getLineClearDelay() - self.lcd) / self:getLineClearDelay()
)
local dx = l * (x - (1 + self.grid.width) / 2)
local dy = l * (y - (1 + self.grid.height) / 2)
return {
1, 1, 1, 1, skin, colour,
48 + (x + dx) * 16,
(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
}
end
--]]
for y, row in pairs(self.cleared_block_table) do
for x, block in pairs(row) do
local animation_table = self:animation(x, y, block.skin, block.colour)
love.graphics.setColor(
animation_table[1], animation_table[2],
animation_table[3], animation_table[4]
)
love.graphics.draw(
blocks[animation_table[5]][animation_table[6]],
animation_table[7], animation_table[8]
)
end
end
end
function GameMode:drawPiece()
if self.piece ~= nil then
self.piece:draw(
1,
self:getLockDelay() == 0 and 1 or
(0.25 + 0.75 * math.max(1 - self.piece.gravity, 1 - (self.piece.lock_delay / self:getLockDelay()))),
self.grid
local b = (
self.classic_lock and
(
self.piece:isDropBlocked(self.grid) and
1 - self.piece.gravity or 1
) or
1 - (self.piece.lock_delay / self:getLockDelay())
)
self.piece:draw(1, 0.25 + 0.75 * b, self.grid)
end
end
@@ -451,8 +646,8 @@ 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
local x = offset.x + ruleset.draw_offsets[piece].x + ruleset.spawn_positions[piece].x
local y = offset.y + ruleset.draw_offsets[piece].y + 4.7
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
end
end
@@ -468,8 +663,7 @@ function GameMode:drawNextQueue(ruleset)
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)
self:setHoldOpacity()
drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
@@ -480,15 +674,25 @@ 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)
function GameMode:setNextOpacity(i)
love.graphics.setColor(1, 1, 1, 1)
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)
function GameMode:setHoldOpacity()
local colour = self.held and 0.6 or 1
love.graphics.setColor(colour, colour, colour, 1)
end
function GameMode:getBackground()
return 0
end
function GameMode:getHighscoreData()
return {}
end
function GameMode:drawGrid()
self.grid:draw()
end
function GameMode:drawScoringInfo()
@@ -528,7 +732,8 @@ function GameMode:sectionColourFunction(section)
return { 1, 1, 1, 1 }
end
function GameMode:drawSectionTimesWithSecondary(current_section)
function GameMode:drawSectionTimesWithSecondary(current_section, section_limit)
section_limit = section_limit or math.huge
local section_x = 530
local section_secondary_x = 440
@@ -553,10 +758,14 @@ function GameMode:drawSectionTimesWithSecondary(current_section)
current_x = section_secondary_x
end
if current_section <= section_limit then
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
end
end
function GameMode:drawSectionTimesWithSplits(current_section)
function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
section_limit = section_limit or math.huge
local section_x = 440
local split_x = 530
@@ -570,8 +779,11 @@ function GameMode:drawSectionTimesWithSplits(current_section)
end
end
if (current_section <= section_limit) then
love.graphics.setColor(self:sectionColourFunction(current_section))
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
end
end
function GameMode:drawCustom() end

View File

@@ -256,8 +256,10 @@ end
local function getSectionForLevel(level)
if level < 2001 then
return math.floor(level / 100) + 1
else
elseif level < 2020 then
return 20
else
return 21
end
end
@@ -442,7 +444,7 @@ function Marathon2020Game:drawScoringInfo()
love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
self:drawSectionTimesWithSecondary(current_section)
self:drawSectionTimesWithSecondary(current_section, 20)
if (self.cool_timer > 0) then
love.graphics.printf("COOL!!", 64, 400, 160, "center")

View File

@@ -2,6 +2,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Grid = require 'tetris.components.grid'
local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'

View File

@@ -26,6 +26,7 @@ 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.tetris_count = 0
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
@@ -130,6 +131,9 @@ end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if cleared_lines >= 4 then
self.tetris_count = self.tetris_count + 1
end
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
@@ -145,6 +149,7 @@ function MarathonA2Game:updateScore(level, drop_bonus, 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
@@ -164,6 +169,8 @@ function MarathonA2Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time
self.section_times[math.floor(old_level / 100)] = section_time
self.section_start_time = self.frames
self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
self.tetris_count = 0
end
end
@@ -231,14 +238,16 @@ local grade_conversion = {
17, 18, 19
}
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear then return end
if cleared_lines == 0 then
function MarathonA2Game:whilePieceActive()
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
end
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear or cleared_lines == 0 then return
else
self.grade_points = self.grade_points + (
math.ceil(

View File

@@ -313,13 +313,16 @@ local grade_conversion = {
17
}
function MarathonA3Game:updateGrade(cleared_lines)
if cleared_lines == 0 then
function MarathonA3Game:whilePieceActive()
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
end
function MarathonA3Game:updateGrade(cleared_lines)
if cleared_lines == 0 then return
else
if self.clear then
if self:qualifiesForMRoll() then
@@ -424,8 +427,8 @@ function MarathonA3Game:drawScoringInfo()
end
-- draw section time data
current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSecondary(current_section)
current_section = self.level >= 999 and 11 or math.floor(self.level / 100) + 1
self:drawSectionTimesWithSecondary(current_section, 10)
--[[
section_x = 530

View File

@@ -86,12 +86,8 @@ function PhantomMania2Game:getGarbageLimit()
else return 8 end
end
function PhantomMania2Game:getNextPiece(ruleset)
return {
skin = self.level >= 1000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
function PhantomMania2Game:getSkin()
return self.level >= 1000 and "bone" or "2tie"
end
function PhantomMania2Game:hitTorikan(old_level, new_level)

View File

@@ -4,6 +4,7 @@ local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local SakuraRandomizer = require 'tetris.randomizers.sakura'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local SakuraGame = GameMode:extend()
@@ -264,10 +265,14 @@ local maps = {
local STAGE_TRANSITION_TIME = 300
function SakuraGame:new()
function SakuraGame:new(secret_inputs)
self.super:new()
self.randomizer = SakuraRandomizer()
self.randomizer = (
(
secret_inputs.rotate_left and secret_inputs.rotate_right
) and History6RollsRandomizer() or SakuraRandomizer()
)
self.current_map = 1
self.time_limit = 10800
@@ -403,12 +408,17 @@ function SakuraGame:advanceOneFrame(inputs, ruleset)
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
self.time_limit = math.max(self.time_limit - 1, 0)
if self.time_limit <= 0 and self.piece == nil then
self.game_over = true
end
if self.piece ~= nil and self.frames % 30 == 0 and
effects[self.current_map] == "roll"
if self.piece ~= nil and
effects[self.current_map] == "roll" and
self.stage_pieces % 4 == 0
then
self.piece.colour = "F"
if self.stage_frames % 30 == 0 then
ruleset:attemptRotate(
{[config.gamesettings.world_reverse == 3 or
(ruleset.world and config.gamesettings.world_reverse == 2)
@@ -416,6 +426,7 @@ function SakuraGame:advanceOneFrame(inputs, ruleset)
self.piece, self.grid, false
)
end
end
else
self.cleared_frames = STAGE_TRANSITION_TIME
if not self.prev_inputs.hold and inputs.hold then
@@ -426,6 +437,8 @@ function SakuraGame:advanceOneFrame(inputs, ruleset)
return true
end
function SakuraGame:onGameComplete() 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)
@@ -457,9 +470,9 @@ function SakuraGame:drawGrid()
self.grid:drawCustom(colourColor, self)
else
self.grid:draw()
-- if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
-- end
end
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece()
end
end
@@ -482,13 +495,17 @@ function SakuraGame:drawScoringInfo()
if effects[self.current_map] then
love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left")
end
if self.used_randomizer.history then
love.graphics.printf("RANDOM PIECES ACTIVE!", 240, 150, 200, "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
self.time_limit ~= 0 and
self.ready_frames == 0) and
{ 1, 0.3, 0.3, 1 } or
{ 1, 1, 1, 1 }
)

View File

@@ -92,12 +92,8 @@ function SurvivalA3Game:getGarbageLimit()
else return 8 end
end
function SurvivalA3Game:getNextPiece(ruleset)
return {
skin = self.level >= 1000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
function SurvivalA3Game:getSkin()
return self.level >= 1000 and "bone" or "2tie"
end
function SurvivalA3Game:hitTorikan(old_level, new_level)

View File

@@ -5,15 +5,15 @@ local Piece = require 'tetris.components.piece'
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local MarathonAX4Game = GameMode:extend()
local SurvivalAXGame = GameMode:extend()
MarathonAX4Game.name = "Marathon AX4"
MarathonAX4Game.hash = "MarathonAX4"
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
SurvivalAXGame.name = "Survival AX"
SurvivalAXGame.hash = "SurvivalAX"
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX4Game:new()
MarathonAX4Game.super:new()
function SurvivalAXGame:new()
SurvivalAXGame.super:new()
self.roll_frames = 0
self.randomizer = Bag7NoSZOStartRandomizer()
@@ -29,7 +29,7 @@ function MarathonAX4Game:new()
self.next_queue_length = 3
end
function MarathonAX4Game:getARE()
function SurvivalAXGame:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
@@ -39,24 +39,24 @@ function MarathonAX4Game:getARE()
else return 6 end
end
function MarathonAX4Game:getLineARE()
function SurvivalAXGame:getLineARE()
return self:getARE()
end
function MarathonAX4Game:getDasLimit()
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 MarathonAX4Game:getLineClearDelay()
function SurvivalAXGame:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 9
else return 5 end
end
function MarathonAX4Game:getLockDelay()
function SurvivalAXGame:getLockDelay()
if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
@@ -66,15 +66,15 @@ function MarathonAX4Game:getLockDelay()
else return 13 end
end
function MarathonAX4Game:getGravity()
function SurvivalAXGame:getGravity()
return 20
end
function MarathonAX4Game:getSection()
function SurvivalAXGame:getSection()
return math.floor(level / 100) + 1
end
function MarathonAX4Game:advanceOneFrame()
function SurvivalAXGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
@@ -93,7 +93,7 @@ function MarathonAX4Game:advanceOneFrame()
return true
end
function MarathonAX4Game:onLineClear(cleared_row_count)
function SurvivalAXGame:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
@@ -106,11 +106,11 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
end
end
function MarathonAX4Game:getSectionTime()
function SurvivalAXGame:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
function SurvivalAXGame: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())
@@ -119,23 +119,23 @@ function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
end
end
function MarathonAX4Game:onPieceEnter()
function SurvivalAXGame:onPieceEnter()
self.section_clear = false
end
function MarathonAX4Game:drawGrid(ruleset)
function SurvivalAXGame:drawGrid(ruleset)
self.grid:draw()
end
function MarathonAX4Game:getHighscoreData()
function SurvivalAXGame:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonAX4Game:drawScoringInfo()
MarathonAX4Game.super.drawScoringInfo(self)
function SurvivalAXGame:drawScoringInfo()
SurvivalAXGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
@@ -165,12 +165,12 @@ function MarathonAX4Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonAX4Game:getSectionEndLines()
function SurvivalAXGame:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonAX4Game:getBackground()
function SurvivalAXGame:getBackground()
return math.floor(self.lines / 10)
end
return MarathonAX4Game
return SurvivalAXGame

View File

@@ -0,0 +1,23 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local BagRandomizer = Randomizer:extend()
function BagRandomizer:new(pieces)
self.bag = {}
self.pieces = pieces
for i = 1, self.pieces do
table.insert(self.bag, i)
end
end
function BagRandomizer:generatePiece()
if next(self.bag) == nil then
for i = 1, self.pieces do
table.insert(self.bag, i)
end
end
local x = math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end
return BagRandomizer

View File

@@ -3,6 +3,7 @@ local Object = require 'libs.classic'
local Randomizer = Object:extend()
function Randomizer:new()
self.possible_pieces = 7
self:initialize()
end

View File

@@ -110,13 +110,7 @@ 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 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default

View File

@@ -18,26 +18,7 @@ ARS.colourscheme = {
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.spawn_above_field = true
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
@@ -69,4 +50,8 @@ function ARS:onPieceRotate(piece, grid)
end
end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -5,26 +5,7 @@ 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.spawn_above_field = true
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
@@ -56,4 +37,8 @@ function ARS:onPieceRotate(piece, grid)
end
end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -4,30 +4,23 @@ local Ruleset = require 'tetris.rulesets.ti_srs'
local SRS = Ruleset:extend()
SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard"
SRS.hash = "StandardACE"
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_above_field = true
SRS.MANIPULATIONS_MAX = 128
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 },
}
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then

View File

@@ -99,4 +99,8 @@ function ARS:onPieceRotate(piece, grid)
end
end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -364,7 +364,7 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir
end

275
tetris/rulesets/pairs.lua Normal file
View File

@@ -0,0 +1,275 @@
local Ruleset = require 'tetris.rulesets.ruleset'
local PAIRS = Ruleset:extend()
PAIRS.name = "PAIRS"
PAIRS.hash = "PAIRS"
PAIRS.world = true
PAIRS.spawn_positions = {
[1] = { x=4, y=4 },
[2] = { x=4, y=5 },
[3] = { x=4, y=5 },
[4] = { x=4, y=5 },
[5] = { x=5, y=5 },
[6] = { x=5, y=5 },
[7] = { x=5, y=5 },
[8] = { x=5, y=5 },
[9] = { x=5, y=5 },
[10] = { x=5, y=5 },
[11] = { x=4, y=5 },
[12] = { x=4, y=5 },
[13] = { x=4, y=5 },
[14] = { x=4, y=5 },
[15] = { x=4, y=5 },
[16] = { x=4, y=5 },
[17] = { x=4, y=5 },
[18] = { x=4, y=5 },
}
PAIRS.big_spawn_positions = {
[1] = { x=2, y=2 },
[2] = { x=2, y=3 },
[3] = { x=2, y=3 },
[4] = { x=2, y=3 },
[5] = { x=3, y=3 },
[6] = { x=3, y=3 },
[7] = { x=3, y=3 },
[8] = { x=3, y=3 },
[9] = { x=3, y=3 },
[10] = { x=3, y=3 },
[11] = { x=2, y=3 },
[12] = { x=2, y=3 },
[13] = { x=2, y=3 },
[14] = { x=2, y=3 },
[15] = { x=2, y=3 },
[16] = { x=2, y=3 },
[17] = { x=2, y=3 },
[18] = { x=2, y=3 },
}
PAIRS.draw_offsets = {
[1] = { x=0, y=0 },
[2] = { x=0, y=0 },
[3] = { x=0, y=0 },
[4] = { x=0, y=0 },
[5] = { x=0, y=0 },
[6] = { x=0, y=0 },
[7] = { x=0, y=0 },
[8] = { x=0, y=0 },
[9] = { x=0, y=0 },
[10] = { x=0, y=0 },
[11] = { x=0, y=0 },
[12] = { x=0, y=0 },
[13] = { x=0, y=0 },
[14] = { x=0, y=0 },
[15] = { x=0, y=0 },
[16] = { x=0, y=0 },
[17] = { x=0, y=0 },
[18] = { x=0, y=0 },
}
PAIRS.next_sounds = {
[1] = "I",
[2] = "O",
[3] = "S",
[4] = "Z",
[5] = "L",
[6] = "J",
[7] = "Z",
[8] = "S",
[9] = "J",
[10] = "L",
[11] = "O",
[12] = "O",
[13] = "T",
[14] = "L",
[15] = "J",
[16] = "T",
[17] = "J",
[18] = "I"
}
PAIRS.colourscheme = {
[1] = "R",
[2] = "C",
[3] = "G",
[4] = "M",
[5] = "O",
[6] = "C",
[7] = "G",
[8] = "M",
[9] = "G",
[10] = "M",
[11] = "Y",
[12] = "B",
[13] = "M",
[14] = "O",
[15] = "B",
[16] = "G",
[17] = "C",
[18] = "R"
}
PAIRS.pieces = 18
PAIRS.block_offsets = {
[1]={
{ {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
{ {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
},
[2]={
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1}, {x=-1, y=-1} },
},
[3]={
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-2}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0}, {x=-1, y=-2} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-2}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0}, {x=-1, y=-2} },
},
[4]={
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=0}, {x=-1, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0}, {x=1, y=-2} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=0}, {x=-1, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0}, {x=1, y=-2} },
},
[5]={
{ {x=1, y=-1}, {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=-1, y=-3}, {x=-1, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
{ {x=-2, y=0}, {x=-2, y=-1}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=-1, y=-3}, {x=0, y=-3}, {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0} },
},
[6]={
{ {x=-2, y=-1}, {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=-3}, {x=-1, y=-3}, {x=-1, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
{ {x=1, y=0}, {x=-2, y=-1}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=-1, y=0}, {x=0, y=-3}, {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0} },
},
[7]={
{ {x=-2, y=-1}, {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=-3}, {x=0, y=-2}, {x=-1, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
{ {x=-2, y=-1}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=0}, {x=0, y=-3}, {x=0, y=-2}, {x=0, y=-1}, {x=-1, y=-1} },
},
[8]={
{ {x=1, y=-1}, {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=-3}, {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=-2, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=-1, y=-3}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0} },
},
[9]={
{ {x=-1, y=-1}, {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=-2}, {x=-1, y=-3}, {x=-1, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
{ {x=0, y=0}, {x=-2, y=-1}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=-1, y=-1}, {x=0, y=-3}, {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0} },
},
[10]={
{ {x=0, y=-1}, {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-3}, {x=-1, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
{ {x=-1, y=0}, {x=-2, y=-1}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=-1, y=-2}, {x=0, y=-3}, {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0} },
},
[11]={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=1, y=-1}, {x=1, y=-2} },
{ {x=0, y=0}, {x=1, y=-1}, {x=1, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=-1, y=-1}, {x=-1, y=0} },
},
[12]={
{ {x=0, y=0}, {x=1, y=-1}, {x=1, y=0}, {x=0, y=-1}, {x=-1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=-1, y=-1}, {x=-1, y=-2} },
},
[13]={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=1, y=0}, {x=1, y=-2} },
{ {x=0, y=-1}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=-1, y=0}, {x=-1, y=-2} },
},
[14]={
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=-2}, {x=-1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=-2}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-1}, {x=-1, y=-2} },
{ {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=0, y=0}, {x=1, y=-2} },
},
[15]={
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=-2}, {x=-1, y=0}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=1, y=-2}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=-2} },
},
[16]={
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=-1, y=0}, {x=1, y=0} },
{ {x=-1, y=0}, {x=0, y=-1}, {x=-1, y=-2}, {x=-1, y=-1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2}, {x=-1, y=-2}, {x=1, y=-2} },
{ {x=1, y=0}, {x=0, y=-1}, {x=1, y=-2}, {x=-1, y=-1}, {x=1, y=-1} },
},
[17]={
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=-2} },
{ {x=0, y=-2}, {x=1, y=-2}, {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=-2} },
{ {x=0, y=-2}, {x=1, y=0}, {x=-1, y=-2}, {x=1, y=-1}, {x=1, y=-2} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=-1}, {x=1, y=-2} },
},
[18]={
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2}, {x=1, y=-2} },
{ {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
},
}
PAIRS.wallkicks = {
{x=1, y=0}, {x=-1, y=0}, {x=2, y=0}, {x=-2, y=0}, {x=0, y=-1}
}
function PAIRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if (piece.shape == 2) then return end
local kicks = PAIRS.wallkicks
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
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
return
end
end
end
function PAIRS:checkNewLow(piece)
for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y
if y > piece.lowest_y then
piece.lock_delay = 0
piece.lowest_y = y
end
end
end
function PAIRS:onPieceCreate(piece, grid)
piece.lowest_y = -math.huge
end
function PAIRS:onPieceDrop(piece, grid)
self:checkNewLow(piece)
end
function PAIRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
return PAIRS

View File

@@ -22,10 +22,35 @@ Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
Ruleset.are_cancel = false
Ruleset.are = true
Ruleset.spawn_above_field = false
Ruleset.next_sounds = {
I = "I",
L = "L",
J = "J",
S = "S",
Z = "Z",
O = "O",
T = "T"
}
Ruleset.draw_offsets = {
I = { x=0, y=0 },
J = { x=0, y=0 },
L = { x=0, y=0 },
O = { x=0, y=0 },
S = { x=0, y=0 },
T = { x=0, y=0 },
Z = { x=0, y=0 },
}
Ruleset.pieces = 7
-- Component functions.
function Ruleset:new()
if config.gamesettings.piece_colour == 1 then
blocks["bone"] = (not self.world) and
{
@@ -88,8 +113,14 @@ function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
end
end
local was_drop_blocked = piece:isDropBlocked(grid)
self:attemptRotate(new_inputs, piece, grid, initial)
if not was_drop_blocked and piece:isDropBlocked(grid) then
playSE("bottom")
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
@@ -130,17 +161,21 @@ end
function Ruleset:movePiece(piece, grid, move, instant)
local x = piece.position.x
local was_drop_blocked = piece:isDropBlocked(grid)
if move == "left" then
piece:moveInGrid({x=-1, y=0}, 1, grid, false)
elseif move == "right" then
piece:moveInGrid({x=1, y=0}, 1, grid, false)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
piece:moveInGrid({x=-1, y=0}, grid.width, grid, instant)
elseif move == "speedright" then
piece:moveInGrid({x=1, y=0}, 10, grid, instant)
piece:moveInGrid({x=1, y=0}, grid.width, grid, instant)
end
if piece.position.x ~= x then
self:onPieceMove(piece, grid)
if not was_drop_blocked and piece:isDropBlocked(grid) then
playSE("bottom")
end
end
end
@@ -148,6 +183,11 @@ function Ruleset:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
if piece.big then
gravity = gravity / 2
drop_speed = drop_speed / 2
end
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
if additive_gravity then
@@ -169,8 +209,11 @@ function Ruleset:dropPiece(
end
end
function Ruleset:lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then
function Ruleset:lockPiece(piece, grid, lock_delay, classic_lock)
if piece:isDropBlocked(grid) and (
(classic_lock and piece.gravity >= 1) or
(not classic_lock and piece.lock_delay >= lock_delay)
) then
piece.locked = true
end
end
@@ -181,7 +224,9 @@ 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, irs,
buffer_hard_drop, buffer_soft_drop,
lock_on_hard_drop, lock_on_soft_drop
)
local spawn_positions
if big then
@@ -191,21 +236,49 @@ function Ruleset:initializePiece(
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local spawn_x
if (grid.width ~= 10) then
local percent = spawn_positions[data.shape].x / 10
for i = 0, grid.width - 1 do
if i / grid.width >= percent then
spawn_x = i
break
end
end
end
local spawn_dy
if (config.gamesettings.spawn_positions == 1) then
spawn_dy = (
self.spawn_above_field and 2 or 0
)
else
spawn_dy = (
config.gamesettings.spawn_positions == 3 and
2 or 0
)
end
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y
x = spawn_x and spawn_x or spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y - spawn_dy
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
self:onPieceCreate(piece)
if irs then
if inputs.rotate_left or inputs.rotate_left2 or
inputs.rotate_right or inputs.rotate_right2 or
inputs.rotate_180 then
self:rotatePiece(inputs, piece, grid, {}, true)
if (data.orientation - 1) ~= piece.rotation then
playSE("irs")
end
self:rotatePiece(inputs, piece, grid, {}, true)
end
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
piece:dropToBottom(grid)
if lock_on_hard_drop then piece.locked = true end
end
if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
piece.locked = true
end
return piece
end
@@ -216,7 +289,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
hard_drop_enabled, additive_gravity, classic_lock
)
local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
@@ -232,7 +305,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:lockPiece(piece, grid, lock_delay)
self:lockPiece(piece, grid, lock_delay, classic_lock)
end
function Ruleset:onPieceMove(piece) end

View File

@@ -0,0 +1,102 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.standard_exp'
local SRS = Ruleset:extend()
SRS.name = "Guideline SRS"
SRS.hash = "Standard"
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.MANIPULATIONS_MAX = 15
SRS.wallkicks_line = {
[0]={
[1]={{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=0},{x=2,y=0},{x=0,y=1}},
[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=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}},
},
[2]={
[0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}},
[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=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
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: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 SRS:onPieceDrop(piece, grid)
self:checkNewLow(piece)
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
piece.locked = true
else
piece.lock_delay = 0 -- step reset
end
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 >= SRS.MANIPULATIONS_MAX then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
self:checkNewLow(piece)
piece.manipulations = piece.manipulations + 1
if piece:isDropBlocked(grid) then
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
piece.locked = true
end
end
end
return SRS

View File

@@ -3,46 +3,37 @@ local Ruleset = require 'tetris.rulesets.arika_srs'
local SRS = Ruleset:extend()
SRS.name = "Guideline SRS"
SRS.hash = "Standard"
SRS.name = "SRS-X"
SRS.hash = "StandardEXP"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = true
SRS.harddrop_lock = false
SRS.enable_IRS_wallkicks = true
SRS.MANIPULATIONS_MAX = 15
SRS.MANIPULATIONS_MAX = 24
SRS.ROTATIONS_MAX = 12
function SRS:check_new_low(piece)
function SRS: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.manipulations = 0
--piece.rotations = 0
piece.lowest_y = y
end
end
end
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}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
@@ -72,11 +63,12 @@ end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
piece.lowest_y = -math.huge
end
function SRS:onPieceDrop(piece, grid)
self:check_new_low(piece)
self:checkNewLow(piece)
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
piece.locked = true
else
@@ -88,7 +80,7 @@ function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= self.MANIPULATIONS_MAX then
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
piece.locked = true
end
end
@@ -96,9 +88,9 @@ end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
self:check_new_low(piece)
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= self.MANIPULATIONS_MAX then
self:checkNewLow(piece)
if piece.rotations >= self.ROTATIONS_MAX then
piece.rotations = piece.rotations + 1
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
if piece:isDropBlocked(grid) then
piece.locked = true

View File

@@ -4,7 +4,7 @@ local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.hash = "StandardTI"
SRS.world = true
SRS.colourscheme = {
I = "C",
@@ -89,22 +89,22 @@ SRS.block_offsets = {
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}},
[2]={{x=1,y=0},{x=2,y=0},{x=1,y=1},{x=2,y=1},{x=-1,y=0},{x=-2,y=0},{x=-1,y=1},{x=-2,y=1},{x=0,y=-1},{x=3,y=0},{x=-3,y=0}},
[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}},
[3]={{x=0,y=1},{x=0,y=2},{x=-1,y=1},{x=-1,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=-1},{x=-1,y=-2},{x=1,y=0},{x=0,y=3},{x=0,y=-3}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[0]={{x=-1,y=0},{x=-2,y=0},{x=-1,y=-1},{x=-2,y=-1},{x=1,y=0},{x=2,y=0},{x=1,y=-1},{x=2,y=-1},{x=0,y=1},{x=-3,y=0},{x=3,y=0}},
[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}},
[1]={{x=0,y=1},{x=0,y=2},{x=1,y=1},{x=1,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=-1},{x=1,y=-2},{x=-1,y=0},{x=0,y=3},{x=0,y=-3}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
@@ -112,22 +112,22 @@ SRS.wallkicks_3x3 = {
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[2]={{x=-1,y=0},{x=-2,y=0},{x=1,y=0},{x=2,y=0},{x=0,y=1}},
[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]={},
[3]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}},
},
[2]={
[0]={},
[0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}},
[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]={},
[1]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}},
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
},
};
@@ -192,12 +192,6 @@ function SRS:onPieceRotate(piece, grid)
end
end
function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
function SRS:get180RotationValue() return 3 end
return SRS