mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
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4 Commits
v0.3.1
...
v0.3-april
| Author | SHA1 | Date | |
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323c457809 | ||
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decc1f563f | ||
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e5892c0fae | ||
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23a8c400ba |
@@ -39,7 +39,7 @@ function initConfig()
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else
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if config.current_mode then current_mode = config.current_mode end
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if config.current_ruleset then current_ruleset = config.current_ruleset end
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scene = ArcadeScene()
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scene = TitleScene()
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end
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end
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47
main.lua
47
main.lua
@@ -81,7 +81,7 @@ function love.draw()
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love.graphics.setFont(font_3x5_2)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(
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string.format("%.2f", 1 / love.timer.getAverageDelta()) ..
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string.format("%.2f", 1.0 / love.timer.getAverageDelta()) ..
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"fps - " .. version, 0, 460, 635, "right"
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)
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end
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@@ -103,9 +103,6 @@ function love.keypressed(key, scancode)
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scene = InputConfigScene()
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switchBGM(nil)
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loadSave()
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elseif scancode == "f8" and scene.title == "Arcade" then
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scene = TitleScene()
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playSE("mode_decide")
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-- secret sound playing :eyes:
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elseif scancode == "f8" and scene.title == "Title" then
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config.secret = not config.secret
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@@ -293,6 +290,7 @@ function love.resize(w, h)
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end
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local TARGET_FPS = 60
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local FRAME_DURATION = 1.0 / TARGET_FPS
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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@@ -302,7 +300,7 @@ function love.run()
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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local time_accumulator = 0.0
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return function()
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if love.event then
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love.event.pump()
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@@ -323,24 +321,39 @@ function love.run()
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if scene and scene.update and love.timer then
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if time_accumulator < FRAME_DURATION then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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while time < end_time do
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love.timer.sleep(0.001)
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time = love.timer.getTime()
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-- request 1ms delays first but stop short of overshooting, then do "0ms" delays without overshooting (0ms requests generally do a delay of some nonzero amount of time, but maybe less than 1ms)
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for milliseconds=0.001,0.000,-0.001 do
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local max_delay = 0.0
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while max_delay < FRAME_DURATION do
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local delay_start_time = love.timer.getTime()
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if delay_start_time - last_time < FRAME_DURATION - max_delay then
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love.timer.sleep(milliseconds)
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local last_delay = love.timer.getTime() - delay_start_time
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if last_delay > max_delay then
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max_delay = last_delay
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end
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else
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break
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end
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end
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end
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while love.timer.getTime() - last_time < FRAME_DURATION do
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-- busy loop, do nothing here until delay is finished; delays above stop short of finishing, so this part can finish it off precisely
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end
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end
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local finish_delay_time = love.timer.getTime()
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local real_frame_duration = finish_delay_time - last_time
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time_accumulator = time_accumulator + real_frame_duration - FRAME_DURATION
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last_time = finish_delay_time
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end
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time_accumulator = time_accumulator + time - last_time
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end
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time_accumulator = time_accumulator - frame_duration
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end
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last_time = love.timer.getTime()
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end
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end
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@@ -1 +1,3 @@
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#!/bin/sh
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zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
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@@ -1,4 +1,6 @@
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./package
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#!/bin/sh
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./package-love.sh
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mkdir dist
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mkdir dist/windows
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mkdir dist/win32
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@@ -8,7 +8,6 @@ function Scene:render() end
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function Scene:onInputPress() end
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function Scene:onInputRelease() end
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ArcadeScene = require "scene.arcade"
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ExitScene = require "scene.exit"
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GameScene = require "scene.game"
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ReplayScene = require "scene.replay"
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@@ -1,52 +0,0 @@
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local ArcadeScene = Scene:extend()
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ArcadeScene.title = "Arcade"
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function ArcadeScene:new()
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self.frames = 0
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DiscordRPC:update({
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details = "In menus",
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state = "Waiting for a credit",
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largeImageKey = "icon2",
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largeImageText = version
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})
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end
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local block_offsets = {
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{color = "M", x = 0, y = 0},
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{color = "G", x = 32, y = 0},
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{color = "Y", x = 64, y = 0},
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{color = "B", x = 0, y = 32},
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{color = "O", x = 0, y = 64},
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{color = "C", x = 32, y = 64},
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{color = "R", x = 64, y = 64}
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}
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function ArcadeScene:update()
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self.frames = self.frames + 1
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end
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function ArcadeScene:render()
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds["title_no_icon"],
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0, 0, 0,
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0.5, 0.5
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)
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for _, b in ipairs(block_offsets) do
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love.graphics.draw(
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blocks["2tie"][b.color],
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272 + b.x, 144 + b.y, 0,
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2, 2
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)
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end
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love.graphics.printf("CAMBRIDGE: THE OPEN SOURCE ARCADE STACKER", 0, 256, 640, "center")
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love.graphics.setFont(font_3x5_2)
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love.graphics.setColor(1, 1, 1, 1 - (math.floor(self.frames / 60) % 2))
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love.graphics.printf("Insert 1 credit(s)", 0, 416, 640, "center")
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end
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return ArcadeScene
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@@ -64,19 +64,18 @@ function GameScene:onInputPress(e)
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highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
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submitHighscore(highscore_hash, highscore_entry)
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self.game:onExit()
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scene = ArcadeScene()
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-- e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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elseif e.input == "retry" then
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switchBGM(nil)
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self.game:onExit()
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scene = ArcadeScene() --GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
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self.paused = not self.paused
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if self.paused then pauseBGM()
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else resumeBGM() end
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elseif e.input == "menu_back" then
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self.game:onExit()
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scene = ArcadeScene() -- ModeSelectScene()
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scene = ModeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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@@ -78,7 +78,7 @@ function KeyConfigScene:onInputPress(e)
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if not config.input then config.input = {} end
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config.input.keys = self.new_input
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saveConfig()
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scene = had_config and InputConfigScene() or ArcadeScene()
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scene = had_config and InputConfigScene() or TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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@@ -86,7 +86,7 @@ function StickConfigScene:onInputPress(e)
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if not config.input then config.input = {} end
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config.input.joysticks = self.new_input
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saveConfig()
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scene = had_config and InputConfigScene() or ArcadeScene()
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scene = had_config and InputConfigScene() or TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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@@ -202,13 +202,13 @@ end
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local cool_cutoffs = {
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frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
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frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
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frameTime(0,27), frameTime(0,27), frameTime(0,27),
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frameTime(0,30), frameTime(0,30), frameTime(0,30),
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}
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local regret_cutoffs = {
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frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
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frameTime(0,35), frameTime(0,35), frameTime(0,35),
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frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
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frameTime(0,42), frameTime(0,42), frameTime(0,42),
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}
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function PhantomMania2Game:updateSectionTimes(old_level, new_level)
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49
tetris/rulesets/arika_exp.lua
Normal file
49
tetris/rulesets/arika_exp.lua
Normal file
@@ -0,0 +1,49 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika_ace2'
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local ARS = Ruleset:extend()
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ARS.name = "ARS-X"
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ARS.hash = "ArikaEXP"
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ARS.MANIPULATIONS_MAX = 24
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ARS.ROTATIONS_MAX = 12
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function ARS:onPieceCreate(piece, grid)
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = -math.huge
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end
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function ARS:checkNewLow(piece)
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for _, block in pairs(piece:getBlockOffsets()) do
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local y = piece.position.y + block.y
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if y > piece.lowest_y then
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = y
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end
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end
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end
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function ARS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= ARS.MANIPULATIONS_MAX then
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piece.locked = true
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end
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end
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end
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function ARS:onPieceRotate(piece, grid, upward)
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piece.lock_delay = 0 -- rotate reset
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if upward or piece:isDropBlocked(grid) then
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piece.rotations = piece.rotations + 1
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if piece.rotations >= ARS.ROTATIONS_MAX and piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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end
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return ARS
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@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.standard_exp'
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local Ruleset = require 'tetris.rulesets.standard_ace'
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local SRS = Ruleset:extend()
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@@ -33,8 +33,8 @@ SRS.wallkicks_line = {
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},
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};
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function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
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local kicks
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if piece.shape == "O" then
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return
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@@ -69,6 +69,12 @@ function SRS:checkNewLow(piece)
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end
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end
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function SRS:onPieceCreate(piece, grid)
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piece.manipulations = 0
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piece.rotations = 0
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piece.lowest_y = -math.huge
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end
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function SRS:onPieceDrop(piece, grid)
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self:checkNewLow(piece)
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if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
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2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.ti_srs'
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local Ruleset = require 'tetris.rulesets.standard_ti'
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local SRS = Ruleset:extend()
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@@ -1,5 +1,5 @@
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local Piece = require 'tetris.components.piece'
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local Ruleset = require 'tetris.rulesets.arika_srs'
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local Ruleset = require 'tetris.rulesets.standard_ti'
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local SRS = Ruleset:extend()
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@@ -27,8 +27,6 @@ function SRS:checkNewLow(piece)
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for _, block in pairs(piece:getBlockOffsets()) do
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local y = piece.position.y + block.y
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if y > piece.lowest_y then
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--piece.manipulations = 0
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--piece.rotations = 0
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piece.lowest_y = y
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end
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end
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Reference in New Issue
Block a user