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Author SHA1 Message Date
Ishaan Bhardwaj
9f570306f5 Init 2021-01-26 13:36:50 -05:00
26 changed files with 197 additions and 288 deletions

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@@ -3,11 +3,19 @@ Game modes
There are several classes of game modes. The modes that originate from other games are organized by suffix: 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. * 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). * A1 - Tetris The Grand Master (the original from 1998).
* A2 - Tetris The Absolute The Grand Master 2 PLUS. * A2 - Tetris The Absolute The Grand Master 2 PLUS.
* A3 - Tetris The Grand Master 3 Terror-Instinct. * A3 - Tetris The Grand Master 3 Terror-Instinct.
* AX - Tetris The Grand Master ACE (X for Xbox). * 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 MARATHON
-------- --------
@@ -20,6 +28,8 @@ From other games:
* **MARATHON A1**: Tetris the Grand Master 1. * **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master). * **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams). * **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 SURVIVAL
@@ -33,7 +43,14 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master. * **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death. * **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase. * **SURVIVAL A3**: Ti Shirase.
* **SURVIVAL AX**: Another mode from TGM Ace.
RACE
----
Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
PHANTOM MANIA PHANTOM MANIA
@@ -52,4 +69,8 @@ OTHER MODES
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece? * **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
* **Big A2**: Marathon A2 but all the pieces are BIG! * **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?

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@@ -80,13 +80,9 @@ end
function table.contains(table, element) function table.contains(table, element)
for _, value in pairs(table) do for _, value in pairs(table) do
if value == element then if value == element then
return true return true
end end
end end
return false return false
end end
function clamp(a, b, c)
return math.min(a, math.max(b, c))
end

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@@ -63,6 +63,9 @@ function bigint.new(num)
end, end,
__le = function(lhs, rhs) __le = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<=") return bigint.compare(lhs, rhs, "<=")
end,
__tostring = function()
return bigint.unserialize(self, "s")
end end
}) })

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@@ -15,9 +15,6 @@ function love.load()
config["fullscreen"] = false config["fullscreen"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true}); love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas()
-- init config -- init config
if not config.das then config.das = 10 end if not config.das then config.das = 10 end
@@ -111,10 +108,7 @@ function love.update(dt)
end end
function love.draw() function love.draw()
love.graphics.setCanvas(GLOBAL_CANVAS) love.graphics.push()
love.graphics.clear()
love.graphics.push()
-- get offset matrix -- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest") love.graphics.setDefaultFilter("linear", "nearest")
@@ -126,13 +120,9 @@ function love.draw()
(height - scale_factor * 480) / 2 (height - scale_factor * 480) / 2
) )
love.graphics.scale(scale_factor) love.graphics.scale(scale_factor)
scene:render() scene:render()
love.graphics.pop() love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setColor(1,1,1,1)
love.graphics.draw(GLOBAL_CANVAS)
end end
function love.keypressed(key, scancode) function love.keypressed(key, scancode)
@@ -150,14 +140,6 @@ function love.keypressed(key, scancode)
scene.restart_message = true scene.restart_message = true
if config.secret then playSE("mode_decide") if config.secret then playSE("mode_decide")
else playSE("erase") end 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 -- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return return
@@ -279,8 +261,3 @@ function love.focus(f)
pauseBGM() pauseBGM()
end end
end end
function love.resize(w, h)
GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
end

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

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@@ -139,8 +139,19 @@ function GameScene:onInputRelease(e)
end end
function submitHighscore(hash, data) function submitHighscore(hash, data)
function isHighscore(score, high)
for k, _ in pairs(score) do
if not high[k] or score[k] > high[k] then
return true
end
end
return false
end
if not highscores[hash] then highscores[hash] = {} end if not highscores[hash] then highscores[hash] = {} end
table.insert(highscores[hash], data) if isHighscore(data, highscores[hash]) then
highscores[hash] = data
end
saveHighscores() saveHighscores()
end end

View File

@@ -41,14 +41,14 @@ function ModeSelectScene:render()
elseif self.menu_state.select == "ruleset" then elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25) love.graphics.setColor(1, 1, 1, 0.25)
end end
love.graphics.rectangle("fill", 20, 258, 240, 22) love.graphics.rectangle("fill", 20, 198, 240, 22)
if self.menu_state.select == "mode" then if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25) love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
end end
love.graphics.rectangle("fill", 340, 258, 200, 22) love.graphics.rectangle("fill", 340, 198, 200, 22)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -56,13 +56,36 @@ function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then if(idx >= self.menu_state.mode-6 and idx <= self.menu_state.mode+6) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left") love.graphics.printf(mode.name, 40, (200 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end end
end end
for idx, ruleset in pairs(rulesets) do for idx, ruleset in pairs(rulesets) do
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then if(idx >= self.menu_state.ruleset-6 and idx <= self.menu_state.ruleset+6) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left") love.graphics.printf(ruleset.name, 360, (200 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end
-- mode description and highscore
for midx, mode in pairs(game_modes) do
for ridx, ruleset in pairs(rulesets) do
if (midx == self.menu_state.mode) and (ridx == self.menu_state.ruleset) then
love.graphics.printf(
"Mode Description:\n\n" .. mode.tagline, 20, 350, 200, "left"
)
love.graphics.printf(
ruleset.name .. " Highscore:", 240, 350, 200, "right"
)
local highscore_string = ""
if highscores[mode.hash .. "-" .. ruleset.hash] then
for k, v in ipairs(highscores[mode.hash .. "-" .. ruleset.hash]) do
highscore_string = highscore_string .. k .. ": " .. v .. "\n"
end
else
highscore_string = "You don't have any highscores yet!"
end
love.graphics.printf(highscore_string, 450, 350, 200, "left")
end
end end
end end
end end

View File

@@ -405,11 +405,11 @@ function Grid:draw()
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" 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.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1) love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then if y > 1 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) love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end end
if y < self.height and self.grid[y+1][x] == empty or 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 (y + 1 > self.height or 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) love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end end
if x > 1 and self.grid[y][x-1] == empty then if x > 1 and self.grid[y][x-1] == empty then
@@ -434,11 +434,11 @@ function Grid:drawOutline()
if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then 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.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1) love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then if y > 1 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) love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end end
if y < self.height and self.grid[y+1][x] == empty or 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 (y + 1 > self.height or 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) love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end end
if x > 1 and self.grid[y][x-1] == empty then if x > 1 and self.grid[y][x-1] == empty then
@@ -471,11 +471,11 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
if opacity > 0 and self.grid[y][x].colour ~= "X" then if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64) love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1) love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then if y > 1 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) love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end end
if y < self.height and self.grid[y+1][x] == empty or 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 (y + 1 > self.height or 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) love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end end
if x > 1 and self.grid[y][x-1] == empty then if x > 1 and self.grid[y][x-1] == empty then
@@ -513,11 +513,11 @@ function Grid:drawCustom(colour_function, gamestate)
if outline > 0 and self.grid[y][x].colour ~= "X" then if outline > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64, outline) love.graphics.setColor(0.64, 0.64, 0.64, outline)
love.graphics.setLineWidth(1) love.graphics.setLineWidth(1)
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then if y > 1 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) love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
end end
if y < self.height and self.grid[y+1][x] == empty or 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 (y + 1 > self.height or 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) love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
end end
if x > 1 and self.grid[y][x-1] == empty then if x > 1 and self.grid[y][x-1] == empty then

View File

@@ -10,9 +10,6 @@ local BagRandomizer = require 'tetris.randomizers.bag'
local GameMode = Object:extend() local GameMode = Object:extend()
GameMode.name = ""
GameMode.hash = ""
GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs) function GameMode:new(secret_inputs)
@@ -79,7 +76,6 @@ function GameMode:getLockDelay() return 30 end
function GameMode:getLineClearDelay() return 40 end function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end function GameMode:getDasLimit() return 15 end
function GameMode:getDasCutDelay() return 0 end function GameMode:getDasCutDelay() return 0 end
function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset) function GameMode:getNextPiece(ruleset)
return { return {
@@ -105,7 +101,7 @@ function GameMode:initialize(ruleset, secret_inputs)
BagRandomizer(ruleset.pieces) BagRandomizer(ruleset.pieces)
) )
) )
for i = 1, math.max(self.next_queue_length, 1) do for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset)) table.insert(self.next_queue, self:getNextPiece(ruleset))
end end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock] self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
@@ -171,9 +167,6 @@ function GameMode:update(inputs, ruleset)
if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
self:hold(inputs, ruleset) self:hold(inputs, ruleset)
self.prev_inputs = inputs self.prev_inputs = inputs
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
end
return return
end end
@@ -210,7 +203,7 @@ function GameMode:update(inputs, ruleset)
) then ) then
self.das.frames = math.max( self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(), self.das.frames - self:getDasCutDelay(),
-(self:getDasCutDelay() + 1) -self:getDasCutDelay()
) )
end end
@@ -596,18 +589,6 @@ function GameMode:setHoldOpacity()
love.graphics.setColor(colour, colour, colour, 1) love.graphics.setColor(colour, colour, colour, 1)
end end
function GameMode:getBackground()
return 0
end
function GameMode:getHighscoreData()
return {}
end
function GameMode:drawGrid()
self.grid:draw()
end
function GameMode:drawScoringInfo() function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)

View File

@@ -5,15 +5,15 @@ local Piece = require 'tetris.components.piece'
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart' local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local SurvivalAXGame = GameMode:extend() local MarathonAX4Game = GameMode:extend()
SurvivalAXGame.name = "Survival AX" MarathonAX4Game.name = "Marathon AX4"
SurvivalAXGame.hash = "SurvivalAX" MarathonAX4Game.hash = "MarathonAX4"
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?" MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function SurvivalAXGame:new() function MarathonAX4Game:new()
SurvivalAXGame.super:new() MarathonAX4Game.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.randomizer = Bag7NoSZOStartRandomizer() self.randomizer = Bag7NoSZOStartRandomizer()
@@ -29,7 +29,7 @@ function SurvivalAXGame:new()
self.next_queue_length = 3 self.next_queue_length = 3
end end
function SurvivalAXGame:getARE() function MarathonAX4Game:getARE()
if self.lines < 10 then return 18 if self.lines < 10 then return 18
elseif self.lines < 40 then return 14 elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12 elseif self.lines < 60 then return 12
@@ -39,24 +39,24 @@ function SurvivalAXGame:getARE()
else return 6 end else return 6 end
end end
function SurvivalAXGame:getLineARE() function MarathonAX4Game:getLineARE()
return self:getARE() return self:getARE()
end end
function SurvivalAXGame:getDasLimit() function MarathonAX4Game:getDasLimit()
if self.lines < 20 then return 10 if self.lines < 20 then return 10
elseif self.lines < 50 then return 9 elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8 elseif self.lines < 70 then return 8
else return 7 end else return 7 end
end end
function SurvivalAXGame:getLineClearDelay() function MarathonAX4Game:getLineClearDelay()
if self.lines < 10 then return 14 if self.lines < 10 then return 14
elseif self.lines < 30 then return 9 elseif self.lines < 30 then return 9
else return 5 end else return 5 end
end end
function SurvivalAXGame:getLockDelay() function MarathonAX4Game:getLockDelay()
if self.lines < 10 then return 28 if self.lines < 10 then return 28
elseif self.lines < 20 then return 24 elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22 elseif self.lines < 30 then return 22
@@ -66,15 +66,15 @@ function SurvivalAXGame:getLockDelay()
else return 13 end else return 13 end
end end
function SurvivalAXGame:getGravity() function MarathonAX4Game:getGravity()
return 20 return 20
end end
function SurvivalAXGame:getSection() function MarathonAX4Game:getSection()
return math.floor(level / 100) + 1 return math.floor(level / 100) + 1
end end
function SurvivalAXGame:advanceOneFrame() function MarathonAX4Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then if self.roll_frames < 0 then
@@ -93,7 +93,7 @@ function SurvivalAXGame:advanceOneFrame()
return true return true
end end
function SurvivalAXGame:onLineClear(cleared_row_count) function MarathonAX4Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
local new_lines = self.lines + cleared_row_count local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines) self:updateSectionTimes(self.lines, new_lines)
@@ -106,11 +106,11 @@ function SurvivalAXGame:onLineClear(cleared_row_count)
end end
end end
function SurvivalAXGame:getSectionTime() function MarathonAX4Game:getSectionTime()
return self.frames - self.section_start_time return self.frames - self.section_start_time
end end
function SurvivalAXGame:updateSectionTimes(old_lines, new_lines) function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section -- record new section
table.insert(self.section_times, self:getSectionTime()) table.insert(self.section_times, self:getSectionTime())
@@ -119,23 +119,23 @@ function SurvivalAXGame:updateSectionTimes(old_lines, new_lines)
end end
end end
function SurvivalAXGame:onPieceEnter() function MarathonAX4Game:onPieceEnter()
self.section_clear = false self.section_clear = false
end end
function SurvivalAXGame:drawGrid(ruleset) function MarathonAX4Game:drawGrid(ruleset)
self.grid:draw() self.grid:draw()
end end
function SurvivalAXGame:getHighscoreData() function MarathonAX4Game:getHighscoreData()
return { return {
lines = self.lines, lines = self.lines,
frames = self.frames, frames = self.frames,
} }
end end
function SurvivalAXGame:drawScoringInfo() function MarathonAX4Game:drawScoringInfo()
SurvivalAXGame.super.drawScoringInfo(self) MarathonAX4Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -165,12 +165,12 @@ function SurvivalAXGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
end end
function SurvivalAXGame:getSectionEndLines() function MarathonAX4Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10 return math.floor(self.lines / 10 + 1) * 10
end end
function SurvivalAXGame:getBackground() function MarathonAX4Game:getBackground()
return math.floor(self.lines / 10) return math.floor(self.lines / 10)
end end
return SurvivalAXGame return MarathonAX4Game

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@@ -437,8 +437,6 @@ function SakuraGame:advanceOneFrame(inputs, ruleset)
return true return true
end end
function SakuraGame:onGameComplete() end
local function colourXRay(game, block, x, y, age) local function colourXRay(game, block, x, y, age)
local r, g, b, a = .5,.5,.5 local r, g, b, a = .5,.5,.5
if ((game.stage_frames/2 - x) % 30 < 1) if ((game.stage_frames/2 - x) % 30 < 1)
@@ -469,11 +467,11 @@ function SakuraGame:drawGrid()
elseif effects[self.current_map] == "color" then elseif effects[self.current_map] == "color" then
self.grid:drawCustom(colourColor, self) self.grid:drawCustom(colourColor, self)
else else
self.grid:draw() self.grid:draw()
end -- if self.piece ~= nil and self.level < 100 then
if self.piece ~= nil and self.level < 100 then self:drawGhostPiece(ruleset)
self:drawGhostPiece() -- end
end end
end end
function SakuraGame:drawScoringInfo() function SakuraGame:drawScoringInfo()

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@@ -66,24 +66,24 @@ function SurvivalA1Game:getGravity()
end end
local function getRankForScore(score) local function getRankForScore(score)
if score < 400 then return {rank = "9", next = 400} if score < 400 then return {rank = "9", next = 400, grade = 0}
elseif score < 800 then return {rank = "8", next = 800} elseif score < 800 then return {rank = "8", next = 800, grade = 1}
elseif score < 1400 then return {rank = "7", next = 1400} elseif score < 1400 then return {rank = "7", next = 1400, grade = 2}
elseif score < 2000 then return {rank = "6", next = 2000} elseif score < 2000 then return {rank = "6", next = 2000, grade = 3}
elseif score < 3500 then return {rank = "5", next = 3500} elseif score < 3500 then return {rank = "5", next = 3500, grade = 4}
elseif score < 5500 then return {rank = "4", next = 5500} elseif score < 5500 then return {rank = "4", next = 5500, grade = 5}
elseif score < 8000 then return {rank = "3", next = 8000} elseif score < 8000 then return {rank = "3", next = 8000, grade = 6}
elseif score < 12000 then return {rank = "2", next = 12000} elseif score < 12000 then return {rank = "2", next = 12000, grade = 7}
elseif score < 16000 then return {rank = "1", next = 16000} elseif score < 16000 then return {rank = "1", next = 16000, grade = 8}
elseif score < 22000 then return {rank = "S1", next = 22000} elseif score < 22000 then return {rank = "S1", next = 22000, grade = 9}
elseif score < 30000 then return {rank = "S2", next = 30000} elseif score < 30000 then return {rank = "S2", next = 30000, grade = 10}
elseif score < 40000 then return {rank = "S3", next = 40000} elseif score < 40000 then return {rank = "S3", next = 40000, grade = 11}
elseif score < 52000 then return {rank = "S4", next = 52000} elseif score < 52000 then return {rank = "S4", next = 52000, grade = 12}
elseif score < 66000 then return {rank = "S5", next = 66000} elseif score < 66000 then return {rank = "S5", next = 66000, grade = 13}
elseif score < 82000 then return {rank = "S6", next = 82000} elseif score < 82000 then return {rank = "S6", next = 82000, grade = 14}
elseif score < 100000 then return {rank = "S7", next = 100000} elseif score < 100000 then return {rank = "S7", next = 100000, grade = 15}
elseif score < 120000 then return {rank = "S8", next = 120000} elseif score < 120000 then return {rank = "S8", next = 120000, grade = 16}
else return {rank = "S9", next = "???"} else return {rank = "S9", next = "???", grade = 17}
end end
end end
@@ -208,10 +208,15 @@ end
function SurvivalA1Game:getHighscoreData() function SurvivalA1Game:getHighscoreData()
return { return {
grade = self.grade, grade = (
(self.gm_conditions["level300"] and
self.gm_conditions["level500"] and
self.gm_conditions["level999"]) and
18 or getRankForScore(self.score).grade
),
frames = self.frames,
score = self.score, score = self.score,
level = self.level, level = self.level,
frames = self.frames,
} }
end end

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@@ -110,7 +110,13 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset piece.lock_delay = 0 -- step reset
end end
function ARS:get180RotationValue() return 3 end function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default

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@@ -49,8 +49,4 @@ function ARS:onPieceRotate(piece, grid)
end end
end end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

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@@ -36,8 +36,4 @@ function ARS:onPieceRotate(piece, grid)
end end
end end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

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@@ -4,19 +4,7 @@ local Ruleset = require 'tetris.rulesets.ti_srs'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()
SRS.name = "ACE-SRS" SRS.name = "ACE-SRS"
SRS.hash = "StandardACE" SRS.hash = "ACE Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.MANIPULATIONS_MAX = 128 SRS.MANIPULATIONS_MAX = 128

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

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@@ -364,9 +364,9 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
if rot_dir == 0 then return end if rot_dir == 0 then return end
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir rot_dir = 4 - rot_dir
end end
local new_piece = piece:withRelativeRotation(rot_dir) local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid) self:attemptWallkicks(piece, new_piece, rot_dir, grid)

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

@@ -3,37 +3,46 @@ local Ruleset = require 'tetris.rulesets.arika_srs'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()
SRS.name = "SRS-X" SRS.name = "Guideline SRS"
SRS.hash = "StandardEXP" SRS.hash = "Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = true
SRS.harddrop_lock = false
SRS.enable_IRS_wallkicks = true SRS.enable_IRS_wallkicks = true
SRS.MANIPULATIONS_MAX = 24 SRS.MANIPULATIONS_MAX = 15
SRS.ROTATIONS_MAX = 12
function SRS:checkNewLow(piece) function SRS:checkNewLow(piece)
for _, block in pairs(piece:getBlockOffsets()) do for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y local y = piece.position.y + block.y
if y > piece.lowest_y then if y > piece.lowest_y then
--piece.manipulations = 0 piece.manipulations = 0
--piece.rotations = 0
piece.lowest_y = y piece.lowest_y = y
end end
end 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. -- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid) function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
@@ -63,7 +72,6 @@ end
function SRS:onPieceCreate(piece, grid) function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0 piece.manipulations = 0
piece.rotations = 0
piece.lowest_y = -math.huge piece.lowest_y = -math.huge
end end
@@ -80,7 +88,7 @@ function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1 piece.manipulations = piece.manipulations + 1
if piece.manipulations >= SRS.MANIPULATIONS_MAX then if piece.manipulations >= self.MANIPULATIONS_MAX then
piece.locked = true piece.locked = true
end end
end end
@@ -89,9 +97,9 @@ end
function SRS:onPieceRotate(piece, grid) function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset piece.lock_delay = 0 -- rotate reset
self:checkNewLow(piece) self:checkNewLow(piece)
if piece.rotations >= self.ROTATIONS_MAX then piece.manipulations = piece.manipulations + 1
piece.rotations = piece.rotations + 1 if piece.manipulations >= self.MANIPULATIONS_MAX then
piece:moveInGrid({ x = 0, y = 1 }, 1, grid) piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.locked = true piece.locked = true
end end

View File

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