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27 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
12 changed files with 215 additions and 106 deletions

View File

@@ -1,11 +1,11 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png) ![Cambridge Banner](https://t-sp.in/public/img/cambridge.png)
Cambridge Cambridge
========= =========
Welcome to Cambridge, the next open-source falling-block game engine! 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 Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
@@ -40,7 +40,13 @@ Playing the game
You do not need LÖVE on Windows, as it comes bundled with the program. 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). If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
@@ -82,13 +88,7 @@ It should run automatically!
## Installing modpacks ## 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. 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.
You can also load custom assets through this way, assuming you preserve the directory structure.
**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.
License License
------- -------

View File

@@ -55,14 +55,8 @@ function bigint.new(num)
__pow = function(lhs, rhs) __pow = function(lhs, rhs)
return bigint.exponentiate(lhs, rhs) return bigint.exponentiate(lhs, rhs)
end, end,
__eq = function(lhs, rhs) __tostring = function()
return bigint.compare(lhs, rhs, "==") return bigint.unserialize(self, "s")
end,
__lt = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<")
end,
__le = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<=")
end end
}) })
@@ -88,7 +82,8 @@ function bigint.check(big, force)
assert(type(big.sign) == "string", "bigint is unsigned") assert(type(big.sign) == "string", "bigint is unsigned")
for _, digit in pairs(big.digits) do for _, digit in pairs(big.digits) do
assert(type(digit) == "number", digit .. " is not a number") assert(type(digit) == "number", digit .. " is not a number")
assert(digit < 10, digit .. " is greater than or equal to 10") 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
end end
return true return true
@@ -103,6 +98,12 @@ function bigint.abs(big)
return result return result
end 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 -- Convert a big to a number or string
function bigint.unserialize(big, output_type, precision) function bigint.unserialize(big, output_type, precision)
bigint.check(big) bigint.check(big)
@@ -137,7 +138,7 @@ function bigint.unserialize(big, output_type, precision)
-- Unserialization to human-readable form or scientific notation only -- Unserialization to human-readable form or scientific notation only
-- requires reading the first few digits -- requires reading the first few digits
if (precision == nil) then if (precision == nil) then
precision = 3 precision = math.min(#big.digits, 3)
else else
assert(precision > 0, "Precision cannot be less than 1") assert(precision > 0, "Precision cannot be less than 1")
assert(math.floor(precision) == precision, assert(math.floor(precision) == precision,
@@ -146,17 +147,18 @@ function bigint.unserialize(big, output_type, precision)
-- num is the first (precision + 1) digits, the first being separated by -- num is the first (precision + 1) digits, the first being separated by
-- a decimal point from the others -- a decimal point from the others
num = num .. big.digits[1] num = num .. math.floor(big.digits[1])
if (precision > 1) then if (precision > 1) then
num = num .. "." num = num .. "."
for i = 1, (precision - 1) do for i = 1, (precision - 1) do
num = num .. big.digits[i + 1] num = num .. math.floor(big.digits[i + 1])
end end
end end
if ((output_type == "human-readable") if ((output_type == "human-readable")
or (output_type == "human") or (output_type == "human")
or (output_type == "h")) then or (output_type == "h"))
and (#big.digits >= 3 and #big.digits <= 10002) then
-- Human-readable output contributed by 123eee555 -- Human-readable output contributed by 123eee555
local name local name
@@ -435,7 +437,6 @@ function bigint.multiply(big1, big2)
return result return result
end end
-- Raise a big to a positive integer or big power (TODO: negative integer power) -- Raise a big to a positive integer or big power (TODO: negative integer power)
function bigint.exponentiate(big, power) function bigint.exponentiate(big, power)
-- Type checking for big done by bigint.multiply -- Type checking for big done by bigint.multiply
@@ -446,13 +447,23 @@ function bigint.exponentiate(big, power)
if (bigint.compare(exp, bigint.new(0), "==")) then if (bigint.compare(exp, bigint.new(0), "==")) then
return bigint.new(1) return bigint.new(1)
elseif (bigint.compare(exp, bigint.new(1), "==")) then elseif (bigint.compare(exp, bigint.new(1), "==")) then
return big return big:clone()
else else
local result = big:clone() local result = bigint.new(1)
local base = big:clone()
while (bigint.compare(exp, bigint.new(1), ">")) do while (true) do
result = bigint.multiply(result, big) if (bigint.compare(
exp = bigint.subtract(exp, bigint.new(1)) 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 end
return result return result
@@ -468,7 +479,7 @@ function bigint.divide_raw(big1, big2)
if (bigint.compare(big1, big2, "==")) then if (bigint.compare(big1, big2, "==")) then
return bigint.new(1), bigint.new(0) return bigint.new(1), bigint.new(0)
elseif (bigint.compare(big1, big2, "<")) then elseif (bigint.compare(big1, big2, "<")) then
return bigint.new(0), bigint.new(0) return bigint.new(0), big1:clone()
else else
assert(bigint.compare(big2, bigint.new(0), "!="), "error: divide by zero") assert(bigint.compare(big2, bigint.new(0), "!="), "error: divide by zero")
assert(big1.sign == "+", "error: big1 is not positive") assert(big1.sign == "+", "error: big1 is not positive")
@@ -476,54 +487,35 @@ function bigint.divide_raw(big1, big2)
local result = bigint.new() local result = bigint.new()
local dividend = bigint.new() -- Dividend of a single operation, not the local dividend = bigint.new() -- Dividend of a single operation
-- dividend of the overall function
local divisor = big2:clone()
local factor = 1
-- Walk left to right among digits in the dividend, like in long local neg_zero = bigint.new(0)
-- division neg_zero.sign = "-"
for _, digit in pairs(big1.digits) do
dividend.digits[#dividend.digits + 1] = digit
-- The dividend is smaller than the divisor, so a zero is appended for i = 1, #big1.digits do
-- to the result and the loop ends -- Fixes a negative zero bug
if (bigint.compare(dividend, divisor, "<")) then if (#dividend.digits ~= 0) and (bigint.compare(dividend, neg_zero, "==")) then
if (#result.digits > 0) then -- Don't add leading zeroes dividend = bigint.new()
result.digits[#result.digits + 1] = 0
end
else
-- Find the maximum number of divisors that fit into the
-- dividend
factor = 0
while (bigint.compare(divisor, dividend, "<=")) do
divisor = bigint.add(divisor, big2)
factor = factor + 1
end end
-- Append the factor to the result table.insert(dividend.digits, big1.digits[i])
if (factor == 10) then
-- Fixes a weird bug that introduces a new bug if fixed by local factor = bigint.new(0)
-- changing the comparison in the while loop to "<=" while bigint.compare(dividend, big2, ">=") do
result.digits[#result.digits] = 1 dividend = bigint.subtract(dividend, big2)
result.digits[#result.digits + 1] = 0 factor = bigint.add(factor, bigint.new(1))
else
result.digits[#result.digits + 1] = factor
end end
-- Subtract the divisor from the dividend to obtain the for i = 0, #factor.digits - 1 do
-- remainder, which is the new dividend for the next loop result.digits[#result.digits + 1 - i] = factor.digits[i + 1]
dividend = bigint.subtract(dividend, end
bigint.subtract(divisor, big2))
-- Reset the divisor
divisor = big2:clone()
end end
-- Remove leading zeros from result
while (result.digits[1] == 0) do
table.remove(result.digits, 1)
end end
-- The remainder of the final loop is returned as the function's
-- overall remainder
return result, dividend return result, dividend
end end
end end

View File

@@ -83,6 +83,7 @@ function GameScene:render()
end end
self.game:drawGrid() self.game:drawGrid()
if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
self.game:drawPiece() self.game:drawPiece()
self.game:drawNextQueue(self.ruleset) self.game:drawNextQueue(self.ruleset)
self.game:drawScoringInfo() self.game:drawScoringInfo()

View File

@@ -11,7 +11,7 @@ ConfigScene.options = {
{"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}}, {"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}}, {"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}}, {"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"spawn_positions", "Spawn Positions", false, {"In field", "Out of field"}}, {"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
{"display_gamemode", "Display Gamemode", false, {"On", "Off"}}, {"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"das_last_key", "DAS Switch", false, {"Default", "Instant"}}, {"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}}, {"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
@@ -103,7 +103,7 @@ function ConfigScene:onInputPress(e)
else else
playSE("cursor") playSE("cursor")
sld = self[self.options[self.highlight][4]] 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 end
elseif e.input == "right" or e.scancode == "right" then elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then if not self.options[self.highlight][3] then
@@ -113,7 +113,7 @@ function ConfigScene:onInputPress(e)
else else
playSE("cursor") playSE("cursor")
sld = self[self.options[self.highlight][4]] 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 end
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()

View File

@@ -111,18 +111,24 @@ function Grid:getClearedRowCount()
end end
function Grid:markClearedRows() function Grid:markClearedRows()
local block_table = {}
for row = 1, self.height do for row = 1, self.height do
if self:isRowFull(row) then if self:isRowFull(row) then
block_table[row] = {}
for x = 1, self.width do 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] = { self.grid[row][x] = {
skin = self.grid[row][x].skin, skin = self.grid[row][x].skin,
colour = "X" colour = "X"
} }
self.grid_age[row][x] = 0 --self.grid_age[row][x] = 0
end end
end end
end end
return true return block_table
end end
function Grid:clearClearedRows() function Grid:clearClearedRows()
@@ -388,7 +394,8 @@ end
function Grid:draw() function Grid:draw()
for y = 5, self.height do for y = 5, self.height do
for x = 1, self.width do for x = 1, self.width do
if self.grid[y][x] ~= empty then 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 if self.grid_age[y][x] < 2 then
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16) love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
@@ -396,7 +403,8 @@ function Grid:draw()
if self.grid[y][x].skin == "bone" then if self.grid[y][x].skin == "bone" then
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
elseif self.grid[y][x].colour == "X" then elseif 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.setColor(0, 0, 0, 0)
--love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
else else
love.graphics.setColor(0.5, 0.5, 0.5, 1) love.graphics.setColor(0.5, 0.5, 0.5, 1)
end end
@@ -427,10 +435,12 @@ end
function Grid:drawOutline() function Grid:drawOutline()
for y = 5, self.height do for y = 5, self.height do
for x = 1, self.width do for x = 1, self.width do
--[[
if self.grid[y][x].colour == "X" then 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.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) love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end end
]]
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)
@@ -459,7 +469,8 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
for x = 1, self.width do for x = 1, self.width do
if self.grid[y][x] ~= empty then if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then if self.grid[y][x].colour == "X" then
opacity = 1 - self.grid_age[y][x] / 15 opacity = 0
--opacity = 1 - self.grid_age[y][x] / 15
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x]) opacity = garbage_opacity_function(self.grid_age[y][x])
else else
@@ -506,7 +517,8 @@ function Grid:drawCustom(colour_function, gamestate)
if block ~= empty then if block ~= empty then
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x]) 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 if self.grid[y][x].colour == "X" then
A = 1 - self.grid_age[y][x] / 15 A = 0
--A = 1 - self.grid_age[y][x] / 15
end end
love.graphics.setColor(R, G, B, A) 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) love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)

View File

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

View File

@@ -45,6 +45,7 @@ function GameMode:new(secret_inputs)
self.enable_hard_drop = true self.enable_hard_drop = true
self.next_queue_length = 1 self.next_queue_length = 1
self.additive_gravity = true self.additive_gravity = true
self.classic_lock = false
self.draw_section_times = false self.draw_section_times = false
self.draw_secondary_section_times = false self.draw_secondary_section_times = false
self.big_mode = false self.big_mode = false
@@ -63,6 +64,7 @@ function GameMode:new(secret_inputs)
self.hard_drop_locked = false self.hard_drop_locked = false
self.lock_on_soft_drop = false self.lock_on_soft_drop = false
self.lock_on_hard_drop = false self.lock_on_hard_drop = false
self.cleared_block_table = {}
self.used_randomizer = nil self.used_randomizer = nil
self.hold_queue = nil self.hold_queue = nil
self.held = false self.held = false
@@ -177,11 +179,15 @@ function GameMode:update(inputs, ruleset)
return return
end 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 self.drop_locked = false
end 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 self.hard_drop_locked = false
end end
@@ -193,7 +199,7 @@ function GameMode:update(inputs, ruleset)
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs, inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(), self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, 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_dy = self.piece.position.y - piece_y
@@ -244,7 +250,7 @@ function GameMode:update(inputs, ruleset)
self:onPieceLock(self.piece, cleared_row_count) self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count) self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.grid:markClearedRows() self.cleared_block_table = self.grid:markClearedRows()
self.piece = nil self.piece = nil
if self.enable_hold then if self.enable_hold then
self.held = false self.held = false
@@ -258,6 +264,7 @@ function GameMode:update(inputs, ruleset)
) )
if self.lcd == 0 then if self.lcd == 0 then
self.grid:clearClearedRows() self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
if self.are == 0 then if self.are == 0 then
self:initializeOrHold(inputs, ruleset) self:initializeOrHold(inputs, ruleset)
end end
@@ -294,6 +301,7 @@ function GameMode:onPieceLock(piece, cleared_row_count)
end end
function GameMode:onLineClear(cleared_row_count) end function GameMode:onLineClear(cleared_row_count) end
function GameMode:afterLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end function GameMode:onPieceEnter() end
function GameMode:onHold() end function GameMode:onHold() end
@@ -425,7 +433,9 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self.lcd = self.lcd - 1 self.lcd = self.lcd - 1
self:areCancel(inputs, ruleset) self:areCancel(inputs, ruleset)
if self.lcd == 0 then if self.lcd == 0 then
local cleared_row_count = self.grid:getClearedRowCount()
self.grid:clearClearedRows() self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
playSE("fall") playSE("fall")
if self.are == 0 then if self.are == 0 then
self:initializeOrHold(inputs, ruleset) self:initializeOrHold(inputs, ruleset)
@@ -513,10 +523,14 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
if self.buffer_soft_drop then if self.buffer_soft_drop then
self.buffer_soft_drop = false self.buffer_soft_drop = false
end end
if self.lock_drop then if self.lock_drop or (
not ruleset.are or self:getARE() == 0
) then
self.drop_locked = true self.drop_locked = true
end 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 self.hard_drop_locked = true
end end
if generate_next_piece == nil then if generate_next_piece == nil then
@@ -536,14 +550,87 @@ function GameMode:getHighScoreData()
} }
end 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() function GameMode:drawPiece()
if self.piece ~= nil then if self.piece ~= nil then
self.piece:draw( local b = (
1, self.classic_lock and
self:getLockDelay() == 0 and 1 or (
(0.25 + 0.75 * math.max(1 - self.piece.gravity, 1 - (self.piece.lock_delay / self:getLockDelay()))), self.piece:isDropBlocked(self.grid) and
self.grid 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
end end
@@ -676,7 +763,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section, section_limit)
end end
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 section_x = 440
local split_x = 530 local split_x = 530
@@ -690,8 +779,11 @@ function GameMode:drawSectionTimesWithSplits(current_section)
end end
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 - 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") love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
end
end end
function GameMode:drawCustom() end function GameMode:drawCustom() end

View File

@@ -171,7 +171,6 @@ function MarathonA2Game:updateSectionTimes(old_level, new_level)
self.section_start_time = self.frames self.section_start_time = self.frames
self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
self.tetris_count = 0 self.tetris_count = 0
print(self.section_tetrises[math.floor(old_level / 100)])
end end
end end

View File

@@ -18,6 +18,7 @@ ARS.colourscheme = {
ARS.softdrop_lock = false ARS.softdrop_lock = false
ARS.harddrop_lock = true ARS.harddrop_lock = true
ARS.spawn_above_field = true
function ARS:onPieceCreate(piece, grid) function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0 piece.floorkick = 0

View File

@@ -5,6 +5,7 @@ local ARS = Ruleset:extend()
ARS.name = "ACE-ARS2" ARS.name = "ACE-ARS2"
ARS.hash = "ArikaACE2" ARS.hash = "ArikaACE2"
ARS.spawn_above_field = true
function ARS:onPieceCreate(piece, grid) function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0 piece.floorkick = 0

View File

@@ -17,6 +17,7 @@ SRS.colourscheme = {
} }
SRS.softdrop_lock = false SRS.softdrop_lock = false
SRS.harddrop_lock = true SRS.harddrop_lock = true
SRS.spawn_above_field = true
SRS.MANIPULATIONS_MAX = 128 SRS.MANIPULATIONS_MAX = 128

View File

@@ -23,6 +23,7 @@ Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false Ruleset.enable_IRS_wallkicks = false
Ruleset.are_cancel = false Ruleset.are_cancel = false
Ruleset.are = true Ruleset.are = true
Ruleset.spawn_above_field = false
Ruleset.next_sounds = { Ruleset.next_sounds = {
I = "I", I = "I",
@@ -208,8 +209,11 @@ function Ruleset:dropPiece(
end end
end end
function Ruleset:lockPiece(piece, grid, lock_delay) function Ruleset:lockPiece(piece, grid, lock_delay, classic_lock)
if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then 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 piece.locked = true
end end
end end
@@ -243,10 +247,17 @@ function Ruleset:initializePiece(
end end
end end
local spawn_dy = ( local spawn_dy
config.gamesettings.spawn_positions == 2 and 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 2 or 0
) )
end
local piece = Piece(data.shape, data.orientation - 1, { local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x and spawn_x or spawn_positions[data.shape].x, x = spawn_x and spawn_x or spawn_positions[data.shape].x,
@@ -278,7 +289,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs, inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed, move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, 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] local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
@@ -294,7 +305,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity hard_drop_enabled, additive_gravity
) )
self:lockPiece(piece, grid, lock_delay) self:lockPiece(piece, grid, lock_delay, classic_lock)
end end
function Ruleset:onPieceMove(piece) end function Ruleset:onPieceMove(piece) end