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35 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
83e197b5d6 Slight RPC change to the selection menus 2021-12-09 21:51:41 -05:00
Ishaan Bhardwaj
1c0b73987d Rearrange sliders on the game settings menu 2021-12-09 21:48:39 -05:00
Ishaan Bhardwaj
afe6a43dab Rearrange game settings, add toggle for replay saving 2021-12-09 21:44:18 -05:00
Ishaan Bhardwaj
47a5a53e23 Fixed sorting replays in the replay select
In addition, minor change to the default text that shows up when the game is paused
2021-12-09 18:18:23 -05:00
Ishaan Bhardwaj
b9ae08051a Fixed BGM not resetting after a replay 2021-12-08 21:56:31 -05:00
Ishaan Bhardwaj
d7f4aa2007 Reverted a mode select change 2021-12-08 21:56:17 -05:00
Ishaan Bhardwaj
ca85107063 Replace replay select title graphic with text 2021-12-08 21:37:34 -05:00
Ishaan Bhardwaj
fdcec19d56 Bump version to v0.3.1 + re-add snow easter egg 2021-12-08 21:30:09 -05:00
Ishaan Bhardwaj
89c7205347 Replay system v3 + love.math.random migration 2021-12-08 21:23:00 -05:00
Ishaan Bhardwaj
9b41e56135 Replay system v2 2021-12-08 20:19:46 -05:00
710f658540 Merge pull request #48 from BoatsandJoes/replays
Added replays
2021-12-07 22:39:08 -05:00
BoatsandJoes
332e3869de Replay menu no longer crashes if level or timer is nil. 2021-12-06 22:38:07 -06:00
BoatsandJoes
febd1de0ef Replays are now fully functional. 2021-12-05 22:17:44 -06:00
BoatsandJoes
81ab7cd4de Replays now replay inputs properly, and replay list has fast scroll. 2021-12-05 21:16:13 -06:00
BoatsandJoes
a5750e4959 Replays list is now sorted, and replays are smaller. 2021-12-05 15:41:51 -06:00
BoatsandJoes
59c7834c9a Fixed replay deserialization. 2021-12-05 00:18:19 -06:00
BoatsandJoes
71ada76a00 Started work on replay select menu. 2021-12-04 23:37:51 -06:00
BoatsandJoes
6c4551ebef Added replay saving. 2021-12-04 20:35:15 -06:00
9fc7e4b1eb Merge pull request #47 from BoatsandJoes/game-over-animation
Game over fadeout easing function now accelerates
2021-12-02 19:27:32 -05:00
BoatsandJoes
9e59c158b2 Line clear easing is now quadratic for all line clear delays. 2021-12-02 16:22:29 -06:00
BoatsandJoes
e464307625 Game over animation is longer, and reveals stack once it's over. 2021-12-02 15:49:27 -06:00
BoatsandJoes
888312c578 Game over fadeout easing function now accelerates. 2021-12-02 13:42:51 -06:00
a838294435 Merge pull request #46 from BoatsandJoes/line-clear-animation
Added new default line clear animations using easing functions.
2021-12-02 13:57:19 -05:00
BoatsandJoes
049806d9e2 Added a new default line clear animation using easing functions. 2021-12-02 10:59:45 -06:00
Ishaan Bhardwaj
c1693524d7 Credits change 2021-11-30 20:08:52 -05:00
Ishaan Bhardwaj
a063f10d33 Merge branch 'master' of https://github.com/MillaBasset/cambridge 2021-11-23 22:56:19 -05:00
Ishaan Bhardwaj
6e0b5e27c1 Rearranged the spawn SE actions 2021-11-23 22:56:11 -05:00
Joe Zeng
18e0e02c76 Removed a stupid exception to the mixing-tabs-and-spaces rule.
I apologize that it took me 2 years to think of this workaround.
2021-11-09 14:48:05 -05:00
Ishaan Bhardwaj
9381091110 Updated 3694 -> 3701 in other places 2021-11-03 17:34:34 -04:00
deb69fe28d Merge pull request #43 from Kirby703/patch-5
tap roll 3694 -> 3701 frames
2021-11-03 17:32:43 -04:00
Kirby703
3085b765e5 fix roll 3694 -> 3701 frames 2021-11-03 17:31:04 -04:00
hailey
412405c1a1 celebrate!!! 2021-10-22 15:04:28 +10:00
Ishaan Bhardwaj
7495c4ad04 Revert "Separate in-game bindings from menu bindings"
This reverts commit 0fce4b632f.
This commit caused issue #41. Will resolve ASAP.
2021-10-21 20:52:42 -04:00
Ishaan Bhardwaj
0fce4b632f Separate in-game bindings from menu bindings
Also preemptive version bump
2021-10-19 18:35:32 -04:00
Ishaan Bhardwaj
aa56248e34 Add an FPS counter 2021-10-18 23:27:54 -04:00
25 changed files with 529 additions and 67 deletions

View File

@@ -57,13 +57,13 @@ Coding conventions
Use tabs to indent, spaces to align.
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line. For example:
* If you're aligning multiline if-statements, the initial "if", "elseif" or "else" should be flush left with the indentation level, with spaces padding the gap to the next word as necessary. For example:
```lua
---- 4 spaces
if self.level < 900 then return 12
elseif self.level < 1200 then return 8
else return 6 end
else return 6
end
```
Comments at the end of lines of code must be one line long. Multi-line comments must appear in their own block.

View File

@@ -102,7 +102,6 @@ Other Notable Games
- [Tetra Online](https://github.com/Juan-Cartes/Tetra-Offline) by Mine
- [Techmino](https://discord.gg/6Yuww44tq8) by MrZ
- [Example Block Game](https://github.com/oshisaure/example-block-game) by Oshisaure
- [TETR.IO](https://tetr.io) by osk
- [Master of Blocks](https://discord.gg/72FZ49mjWh) by Phoenix Flare
- [Spirit Drop](https://rayblastgames.com/spiritdrop.php) by RayRay26
- [Puzzle Trial](https://kagamine-rin.itch.io/puzzle-trial) by Rin

View File

@@ -1 +1 @@
version = "v0.3"
version = "v0.3.1"

View File

@@ -35,6 +35,8 @@ function love.load()
end
function initModules()
-- replays are not loaded here, but they are cleared
replays = {}
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
@@ -78,7 +80,10 @@ function love.draw()
if config.gamesettings.display_gamemode == 1 or scene.title == "Title" then
love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(version, 0, 460, 635, "right")
love.graphics.printf(
string.format("%.2f", 1 / love.timer.getAverageDelta()) ..
"fps - " .. version, 0, 460, 635, "right"
)
end
love.graphics.pop()

BIN
res/img/rpc/1year.jpg Normal file

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After

Width:  |  Height:  |  Size: 156 KiB

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@@ -10,7 +10,9 @@ function Scene:onInputRelease() end
ExitScene = require "scene.exit"
GameScene = require "scene.game"
ReplayScene = require "scene.replay"
ModeSelectScene = require "scene.mode_select"
ReplaySelectScene = require "scene.replay_select"
KeyConfigScene = require "scene.key_config"
StickConfigScene = require "scene.stick_config"
InputConfigScene = require "scene.input_config"

View File

@@ -40,14 +40,14 @@ function CreditsScene:render()
love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - offset)
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2050 - offset, 240))
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2030 - offset, 240))
love.graphics.setFont(font_3x5_3)
love.graphics.print("Game Developers", 320, 550 - offset)
love.graphics.print("Project Heads", 320, 640 - offset)
love.graphics.print("Notable Game Developers", 320, 750 - offset)
love.graphics.print("Special Thanks", 320, 1020 - offset)
love.graphics.print("- Milla", 320, math.max(2130 - offset, 320))
love.graphics.print("Special Thanks", 320, 1000 - offset)
love.graphics.print("- Milla", 320, math.max(2110 - offset, 320))
love.graphics.setFont(font_3x5_2)
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - offset)
@@ -55,7 +55,7 @@ function CreditsScene:render()
love.graphics.print(
"2Tie - TGMsim\nAxel Fox - Multimino\nDr Ocelot - Tetra Legends\n" ..
"Electra - ZTrix\nFelicity/nightmareci/kdex - Shiromino\n" ..
"Mine - Tetra Online\nMrZ - Techmino\nosk - TETR.IO\n" ..
"Mine - Tetra Online\nMrZ - Techmino\n" ..
"Phoenix Flare - Master of Blocks\nRayRay26 - Spirit Drop\n" ..
"Rin - Puzzle Trial\nsinefuse - stackfuse",
320, 790 - offset
@@ -75,7 +75,7 @@ function CreditsScene:render()
"Tetra Legends Discord\nTetra Online Discord\nMultimino Discord\n" ..
"Hard Drop Discord\nRusty's Systemspace\nCambridge Discord\n" ..
"And to you, the player!",
320, 1060 - offset
320, 1040 - offset
)
end

View File

@@ -40,6 +40,8 @@ function GameScene:update()
self.game:update(inputs, self.ruleset)
self.game.grid:update()
DiscordRPC:update({
details = self.game.rpc_details,
state = self.game.name,
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
end

View File

@@ -13,11 +13,12 @@ ConfigScene.options = {
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
{"display_gamemode", "Debug Info", false, {"On", "Off"}},
{"das_last_key", "DAS Last Key", false, {"Off", "On"}},
{"save_replay", "Save Replays", false, {"On", "Off"}},
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"das_last_key", "DAS Last Key", false, {"Off", "On"}},
{"buffer_lock", "Buffer Drop Type", false, {"Off", "Hold", "Tap"}},
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
}
@@ -33,8 +34,8 @@ function ConfigScene:new()
state = "Changing game settings",
})
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"})
self.sfxSlider = newSlider(165, 420, 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, 420, 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()
@@ -58,7 +59,7 @@ function ConfigScene:render()
if not ConfigScene.options[self.highlight][3] then
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
else
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 342, 215, 33)
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 362, 215, 33)
end
love.graphics.setFont(font_3x5_2)
@@ -75,8 +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, 345)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 345)
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 365)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 365)
love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw()

91
scene/replay.lua Normal file
View File

@@ -0,0 +1,91 @@
local Sequence = require 'tetris.randomizers.fixed_sequence'
local ReplayScene = Scene:extend()
ReplayScene.title = "Replay"
function ReplayScene:new(replay, game_mode, ruleset, inputs)
config.gamesettings = replay["gamesettings"]
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
love.math.setRandomState(replay["random_state"])
self.retry_replay = replay
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset, true)
self.inputs = {
left=false,
right=false,
up=false,
down=false,
rotate_left=false,
rotate_left2=false,
rotate_right=false,
rotate_right2=false,
rotate_180=false,
hold=false,
}
self.paused = false
self.replay = deepcopy(replay)
self.replay_index = 1
DiscordRPC:update({
details = "Viewing a replay",
state = self.game.name,
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
end
function ReplayScene:update()
if love.window.hasFocus() and not self.paused then
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
self.replay_index = self.replay_index + 1
end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
DiscordRPC:update({
details = "Viewing a replay",
state = self.game.name,
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
end
end
function ReplayScene:render()
self.game:draw(self.paused)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right")
end
function ReplayScene:onInputPress(e)
if (
e.input == "menu_back" or
e.input == "menu_decide" or
e.input == "retry"
) then
self.game:onExit()
loadSave()
love.math.setRandomSeed(os.time())
scene = (
(e.input == "retry") and
ReplayScene(
self.retry_replay, self.retry_mode,
self.retry_ruleset, self.secret_inputs
) or ReplaySelectScene()
)
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()
else resumeBGM() end
end
end
return ReplayScene

223
scene/replay_select.lua Normal file
View File

@@ -0,0 +1,223 @@
local ReplaySelectScene = Scene:extend()
ReplaySelectScene.title = "Replays"
local binser = require 'libs.binser'
current_replay = 1
function ReplaySelectScene:new()
-- reload custom modules
initModules()
-- load replays
replays = {}
replay_file_list = love.filesystem.getDirectoryItems("replays")
for i=1,#replay_file_list do
local data = love.filesystem.read("replays/"..replay_file_list[i])
local new_replay = binser.deserialize(data)[1]
replays[#replays + 1] = new_replay
end
table.sort(replays, function(a, b)
return a["timestamp"] > b["timestamp"]
end)
self.display_error = false
if table.getn(replays) == 0 then
self.display_warning = true
current_replay = 1
else
self.display_warning = false
if current_replay > table.getn(replays) then
current_replay = 1
end
end
self.menu_state = {
replay = current_replay,
}
self.das = 0
DiscordRPC:update({
details = "In menus",
state = "Choosing a replay",
largeImageKey = "ingame-000"
})
end
function ReplaySelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1
else
self.das = 0
end
if self.das >= 15 then
local change = 0
if self.das_up then
change = -1
elseif self.das_down then
change = 1
elseif self.das_left then
change = -9
elseif self.das_right then
change = 9
end
self:changeOption(change)
self.das = self.das - 4
end
DiscordRPC:update({
details = "In menus",
state = "Choosing a replay",
largeImageKey = "ingame-000"
})
end
function ReplaySelectScene:render()
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
-- Same graphic as mode select
--love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_4)
love.graphics.print("SELECT REPLAY", 20, 35)
if self.display_warning then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You have no replays.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back to this menu after playing some games. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
elseif self.display_error then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You are missing this mode or ruleset.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back after getting the proper mode or ruleset. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
end
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 3, 258, 634, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
for idx, replay in ipairs(replays) do
if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
local display_string = os.date("%c", replay["timestamp"]).." - "..replay["mode"].." - "..replay["ruleset"]
if replay["level"] ~= nil then
display_string = display_string.." - Level: "..replay["level"]
end
if replay["timer"] ~= nil then
display_string = display_string.." - Time: "..formatTime(replay["timer"])
end
if #display_string > 75 then
display_string = display_string:sub(1, 75) .. "..."
end
love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
end
end
end
function ReplaySelectScene:onInputPress(e)
if (self.display_warning or self.display_error) and e.input then
scene = TitleScene()
elseif e.type == "wheel" then
if e.y ~= 0 then
self:changeOption(-e.y)
end
elseif e.input == "menu_decide" or e.scancode == "return" then
current_replay = self.menu_state.replay
-- Same as mode decide
playSE("mode_decide")
-- Get game mode and ruleset
local mode
local rules
for key, value in pairs(game_modes) do
if value.name == replays[self.menu_state.replay]["mode"] then
mode = value
break
end
end
for key, value in pairs(rulesets) do
if value.name == replays[self.menu_state.replay]["ruleset"] then
rules = value
break
end
end
if mode == nil or rules == nil then
self.display_error = true
return
end
-- TODO compare replay versions to current versions for Cambridge, ruleset, and mode
scene = ReplayScene(
replays[self.menu_state.replay],
mode,
rules,
replays[self.menu_state.replay]["secret_inputs"]
)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
self.das_up = true
self.das_down = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1)
self.das_down = true
self.das_up = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self:changeOption(-9)
self.das_left = true
self.das_right = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "right" or e.scancode == "right" then
self:changeOption(9)
self.das_right = true
self.das_left = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
end
end
function ReplaySelectScene:onInputRelease(e)
if e.input == "up" or e.scancode == "up" then
self.das_up = nil
elseif e.input == "down" or e.scancode == "down" then
self.das_down = nil
elseif e.input == "right" or e.scancode == "right" then
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self.das_left = nil
end
end
function ReplaySelectScene:changeOption(rel)
local len = table.getn(replays)
self.menu_state.replay = Mod1(self.menu_state.replay + rel, len)
playSE("cursor")
end
return ReplaySelectScene

View File

@@ -20,7 +20,7 @@ function SettingsScene:new()
self.menu_state = 1
DiscordRPC:update({
details = "In settings",
state = settingsidle[math.random(#settingsidle)],
state = settingsidle[love.math.random(#settingsidle)],
largeImageKey = "settings",
})
end

View File

@@ -5,6 +5,7 @@ TitleScene.restart_message = false
local main_menu_screens = {
ModeSelectScene,
ReplaySelectScene,
SettingsScene,
CreditsScene,
ExitScene,
@@ -43,7 +44,7 @@ function TitleScene:new()
self.text_flag = false
DiscordRPC:update({
details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)],
state = mainmenuidle[love.math.random(#mainmenuidle)],
largeImageKey = "icon2",
largeImageText = version
})
@@ -62,24 +63,19 @@ end
function TitleScene:render()
love.graphics.setFont(font_3x5_4)
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
love.graphics.draw(
backgrounds["title"], -- title_night
0, 0, 0,
0.5, 0.5
)
--[[
love.graphics.draw(
backgrounds["title"],
0, 0, 0,
0.5, 0.5
)
]]
love.graphics.draw(
backgrounds["title_night"],
0, 0, 0,
0.5, 0.5
)
love.graphics.draw(
misc_graphics["icon"],
460, 170, 0,
2, 2
)
love.graphics.printf("Thanks for 1 year!", 430, 280, 160, "center")
]]
--love.graphics.printf("Thanks for 1 year!", 430, 280, 160, "center")
love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
@@ -125,8 +121,6 @@ function TitleScene:onInputPress(e)
playSE("cursor")
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
love.event.quit()
-- no winter easter egg for now
--[[
else
self.text = self.text .. (e.scancode or "")
if self.text == "ffffff" then
@@ -135,7 +129,6 @@ function TitleScene:onInputPress(e)
largeImageKey = "snow"
})
end
]]
end
end

View File

@@ -182,6 +182,19 @@ function Grid:clearSpecificRow(row)
end
end
function Grid:clearBlock(x, y)
self.grid[x+1][y+1] = empty
end
function Grid:clearBottomRows(num)
local old_isRowFull = self.isRowFull
self.isRowFull = function(self, row)
return row >= self.height + 1 - num
end
self:clearClearedRows()
self.isRowFull = old_isRowFull
end
function Grid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)

View File

@@ -7,6 +7,7 @@ local playedGoSE = false
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
local BagRandomizer = require 'tetris.randomizers.bag'
local binser = require 'libs.binser'
local GameMode = Object:extend()
@@ -16,6 +17,12 @@ GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs)
self.replay_inputs = {}
self.random_low, self.random_high = love.math.getRandomSeed()
self.random_state = love.math.getRandomState()
self.secret_inputs = secret_inputs
self.save_replay = config.gamesettings.save_replay == 1
self.grid = Grid(10, 24)
self.randomizer = Randomizer()
self.piece = nil
@@ -97,7 +104,7 @@ function GameMode:getSkin()
return "2tie"
end
function GameMode:initialize(ruleset)
function GameMode:initialize(ruleset, replay)
-- generate next queue
self.used_randomizer = (
table.equalvalues(
@@ -107,15 +114,72 @@ function GameMode:initialize(ruleset)
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
)
self.ruleset = ruleset
self.save_replay = not replay
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]
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:saveReplay()
-- Save replay.
local replay = {}
replay["inputs"] = self.replay_inputs
replay["random_low"] = self.random_low
replay["random_high"] = self.random_high
replay["random_state"] = self.random_state
replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames
replay["score"] = self.score
replay["level"] = self.level
replay["lines"] = self.lines
replay["gamesettings"] = config.gamesettings
replay["secret_inputs"] = self.secret_inputs
replay["timestamp"] = os.time()
if love.filesystem.getInfo("replays") == nil then
love.filesystem.createDirectory("replays")
end
local replay_files = love.filesystem.getDirectoryItems("replays")
-- Select replay filename that doesn't collide with an existing one
local replay_number = 0
local collision = true
while collision do
collision = false
replay_number = replay_number + 1
for key, file in pairs(replay_files) do
if file == replay_number..".crp" then
collision = true
break
end
end
end
love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
end
function GameMode:addReplayInput(inputs)
-- check if inputs have changed since last frame
if not equals(self.prev_inputs, inputs) then
-- insert new inputs into replay inputs table
local new_inputs = {}
new_inputs["inputs"] = {}
new_inputs["frames"] = 1
for key, value in pairs(inputs) do
new_inputs["inputs"][key] = value
end
self.replay_inputs[#self.replay_inputs + 1] = new_inputs
else
-- add 1 to input frame counter
self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
end
end
function GameMode:update(inputs, ruleset)
if self.game_over or self.completed then
if self.save_replay and self.game_over_frames == 0 then
self:saveReplay()
end
self.game_over_frames = self.game_over_frames + 1
return
end
@@ -129,6 +193,8 @@ function GameMode:update(inputs, ruleset)
end
end
if self.save_replay then self:addReplayInput(inputs) end
-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
@@ -334,7 +400,16 @@ end
function GameMode:onGameOver()
switchBGM(nil)
love.graphics.setColor(0, 0, 0, 1 - 2 ^ (-self.game_over_frames / 30))
local alpha = 0
local animation_length = 120
if self.game_over_frames < animation_length then
-- Show field for a bit, then fade out.
alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
elseif self.game_over_frames < 2 * animation_length then
-- Keep field hidden for a short time, then pop it back in (for screenshots).
alpha = 1
end
love.graphics.setColor(0, 0, 0, alpha)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
@@ -530,6 +605,8 @@ function GameMode:onEnterOrHold(inputs, ruleset)
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
return
elseif self.piece:isDropBlocked(self.grid) then
playSE("bottom")
end
ruleset:dropPiece(
inputs, self.piece, self.grid, self:getGravity(),
@@ -578,10 +655,6 @@ function GameMode:initializeNextPiece(
self.piece_soft_locked = false
self.buffer_hard_drop = false
self.buffer_soft_drop = false
if self.piece:isDropBlocked(self.grid) and
self.grid:canPlacePiece(self.piece) then
playSE("bottom")
end
if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
@@ -600,9 +673,16 @@ function GameMode:getHighScoreData()
end
function GameMode:animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self.last_lcd),
alpha,
skin, colour,
48 + x * 16, y * 16
}
@@ -617,7 +697,55 @@ function GameMode:drawLineClearAnimation()
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Fadeout (default)
-- Quadratic Fadeout (default)
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flashy Fadeout
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Change this number to change "bounciness"
local bounce = 13
-- Convert progress through the animation into an alpha value
local alpha = 0
-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
if self.last_lcd > 25 then
-- Goes up and down: looks better when animation is long
alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
else
-- Always decreasing: looks better when animation is short
alpha = 1 - progress * progress
end
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Fadeout
--[[
function animation(x, y, skin, colour)
return {
@@ -906,7 +1034,7 @@ function GameMode:drawCustom() end
function GameMode:drawIfPaused()
love.graphics.setFont(font_3x5_3)
love.graphics.printf("GAME PAUSED!", 64, 160, 160, "center")
love.graphics.printf("PAUSED!", 64, 160, 160, "center")
end
-- transforms specified in here will transform the whole screen

View File

@@ -112,7 +112,7 @@ function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
if self.roll_frames > 3701 then
self.completed = true
if self.grade == 32 then
self.grade = 33
@@ -365,10 +365,10 @@ function MarathonA2Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
if self.clear then
if self:qualifiesForMRoll() then
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
if self.lines >= 32 and self.roll_frames > 3701 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
else
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
if self.roll_frames > 3701 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
end
end

View File

@@ -13,7 +13,7 @@ function BagRandomizer:generatePiece()
table.insert(self.bag, v)
end
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end

View File

@@ -10,7 +10,7 @@ function Bag7Randomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end

View File

@@ -6,7 +6,7 @@ function Bag7NoSZOStartRandomizer:shuffleBag()
local b = self.bag
local ln = #b
for i = 1, ln do
local j = math.random(i, ln)
local j = love.math.random(i, ln)
b[i], b[j] = b[j], b[i]
end
end

View File

@@ -8,8 +8,13 @@ function Sequence:initialize()
end
function Sequence:generatePiece()
local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
self.counter = (self.counter + 1) % string.len(self.sequence)
local piece
if type(self.sequence) == "string" then
piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
else
piece = self.sequence[self.counter + 1]
end
self.counter = (self.counter + 1) % (#self.sequence)
return piece
end

View File

@@ -10,11 +10,11 @@ end
function History4RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end

View File

@@ -10,11 +10,11 @@ end
function History6RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end

View File

@@ -28,12 +28,12 @@ end
function History6Rolls35PoolRandomizer:generatePiece()
local index, x
if self.first then
index = math.random(20)
index = love.math.random(20)
x = self.pool[index]
self.first = false
else
for i = 1, 6 do
index = math.random(#self.pool)
index = love.math.random(#self.pool)
x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then
break

View File

@@ -16,7 +16,7 @@ function Randomizer:initialize()
end
function Randomizer:generatePiece()
return self.possible_pieces[math.random(7)]
return self.possible_pieces[love.math.random(7)]
end
return Randomizer