cambridge/tetris/modes/gamemode.lua
Oshisaure 05230ac046 Game settings screen, and minor fix on discordRPC
- Uses BG previously from the input config screen, which has gotten a new BG
- Minor tweak on the input config screen to display all inputs names regardless of if they are bound or not
- Added Mod1 function to `funcs.lua`, may be useful again sometime
- Added game settings
  * Manual locking (per gamemode, per ruleset, on harddrop or on softdrop)
  * Piece colours (per ruleset, TTC or Arika)
  * World Reverse toggle
- Moved the discordRPC `libs/` directory, as it's a third party library
- Edited the `discordRPC.lua` file to look for the dll at the right place regardless of how you run the game (until we fuse it that is)

This should have probably been done in several commits, sorry about that
2020-10-11 00:42:56 +01:00

462 lines
12 KiB
Lua

local Object = require 'libs.classic'
require 'funcs'
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
local GameMode = Object:extend()
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new()
self.grid = Grid()
self.randomizer = Randomizer()
self.piece = nil
self.ready_frames = 100
self.frames = 0
self.game_over_frames = 0
self.score = 0
self.level = 0
self.lines = 0
self.drop_bonus = 0
self.are = 0
self.lcd = 0
self.das = { direction = "none", frames = -1 }
self.move = "none"
self.prev_inputs = {}
self.next_queue = {}
self.game_over = false
self.clear = false
self.completed = false
-- configurable parameters
self.lock_drop = false
self.lock_hard_drop = false
self.instant_hard_drop = false
self.instant_soft_drop = true
self.enable_hold = false
self.enable_hard_drop = true
self.next_queue_length = 1
self.additive_gravity = true
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
-- variables related to configurable parameters
self.drop_locked = false
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.hold_queue = nil
self.held = false
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.secondary_section_times = { [0] = 0 }
end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE() return 25 end
function GameMode:getLineARE() return 25 end
function GameMode:getLockDelay() return 30 end
function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
function GameMode:initialize(ruleset)
-- generate next queue
self:new()
for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({self.instant_soft_drop, ruleset.softdrop_lock, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({self.instant_hard_drop, ruleset.harddrop_lock, true, false})[config.gamesettings.manlock]
end
function GameMode:update(inputs, ruleset)
if self.game_over then
self.game_over_frames = self.game_over_frames + 1
if self.game_over_frames >= 60 then
self.completed = true
end
return
end
if self.completed then return end
-- advance one frame
if self:advanceOneFrame(inputs) == false then return end
self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
-- perform active frame actions such as fading out the next queue
self:whilePieceActive()
local gravity = self:getGravity()
if self.enable_hold and inputs["hold"] == true and self.held == false then
self:hold(inputs, ruleset)
self.prev_inputs = inputs
return
end
if self.lock_drop and inputs["down"] ~= true then
self.drop_locked = false
end
if self.lock_hard_drop and inputs["up"] ~= true then
self.hard_drop_locked = false
end
local piece_y = self.piece.position.y
ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity
)
local piece_dy = self.piece.position.y - piece_y
if inputs["up"] == true and
self.piece:isDropBlocked(self.grid) and
not self.hard_drop_locked then
self:onHardDrop(piece_dy)
if self.lock_on_hard_drop then
self.piece.locked = true
end
end
if inputs["down"] == true then
self:onSoftDrop(piece_dy)
if self.piece:isDropBlocked(self.grid) and
not self.drop_locked and
self.lock_on_soft_drop
then
self.piece.locked = true
end
end
if self.piece.locked == true then
self.grid:applyPiece(self.piece)
self.grid:markClearedRows()
local cleared_row_count = self.grid:getClearedRowCount()
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.piece = nil
if self.enable_hold then
self.held = false
end
if cleared_row_count > 0 then
self.lcd = self:getLineClearDelay()
self.are = self:getLineARE()
if self.lcd == 0 then
self.grid:clearClearedRows()
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
self:onLineClear(cleared_row_count)
else
if self:getARE() == 0 then
self:initializeOrHold(inputs, ruleset)
else
self.are = self:getARE()
end
end
end
end
self.prev_inputs = inputs
end
function GameMode:updateScore() end
function GameMode:advanceOneFrame()
if self.clear then
self.completed = true
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold() end
function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
end
function GameMode:onHardDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 2 * dropped_row_count
end
function GameMode:onGameOver()
switchBGM(nil)
end
function GameMode:chargeDAS(inputs)
if inputs[self.das.direction] == true then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.move = "right"
self.das = { direction = "right", frames = 0 }
elseif inputs["left"] == true then
self.move = "left"
self.das = { direction = "left", frames = 0 }
else
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
end
function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames > 0 then
self.ready_frames = self.ready_frames - 1
if self.ready_frames == 0 then
self:initializeOrHold(inputs, ruleset)
end
elseif self.lcd > 0 then
self.lcd = self.lcd - 1
if self.lcd == 0 then
self.grid:clearClearedRows()
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
elseif self.are > 0 then
self.are = self.are - 1
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
end
function GameMode:initializeOrHold(inputs, ruleset)
if self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset)
else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
end
self:onPieceEnter()
if not self.grid:canPlacePiece(self.piece) then
self:onGameOver()
self.game_over = true
end
end
function GameMode:hold(inputs, ruleset)
local data = copy(self.hold_queue)
if self.piece == nil then
self.hold_queue = self.next_queue[1]
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
else
self.hold_queue = {
skin = self.piece.skin,
shape = self.piece.shape,
orientation = ruleset:getDefaultOrientation(),
}
end
if data == nil then
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
else
self:initializeNextPiece(inputs, ruleset, data, false)
end
self.held = true
self:onHold()
end
function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
local gravity = self:getGravity()
self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, gravity,
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop, self.big_mode
)
if self.lock_drop then
self.drop_locked = true
end
if self.lock_hard_drop then
self.hard_drop_locked = true
end
if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self:playNextSound()
end
function GameMode:playNextSound()
playSE("blocks", self.next_queue[1].shape)
end
function GameMode:getHighScoreData()
return {
score = self.score
}
end
function GameMode:drawPiece()
if self.piece ~= nil then
self.piece:draw(
1,
self:getLockDelay() == 0 and 1 or
(0.25 + 0.75 * math.max(1 - self.piece.gravity, 1 - (self.piece.lock_delay / self:getLockDelay()))),
self.grid
)
end
end
function GameMode:drawGhostPiece(ruleset)
if self.piece == nil then return end
local ghost_piece = self.piece:withOffset({x=0, y=0})
ghost_piece.ghost = true
ghost_piece:dropToBottom(self.grid)
ghost_piece:draw(0.5)
end
function GameMode:drawNextQueue(ruleset)
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset.spawn_positions[piece].x
local y = offset.y + 4.7
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do
self:setNextOpacity(i)
local next_piece = self.next_queue[i].shape
local skin = self.next_queue[i].skin
local rotation = self.next_queue[i].orientation
if config.side_next then -- next at side
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], 192, -16+i*48)
else -- next at top
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32)
end
end
if self.hold_queue ~= nil then
self:setHoldOpacity()
drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
ruleset.block_offsets[self.hold_queue.shape][self.hold_queue.orientation],
-16, -32
)
end
return false
end
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
)
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function GameMode:drawSectionTimes(current_section)
local section_x = 530
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:drawSectionTimesWithSecondary(current_section)
local section_x = 530
local section_secondary_x = 440
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
end
for section, time in pairs(self.secondary_section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
end
end
local current_x
if table.getn(self.section_times) < table.getn(self.secondary_section_times) then
current_x = section_x
else
current_x = section_secondary_x
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:drawSectionTimesWithSplits(current_section)
local section_x = 440
local split_x = 530
local split_time = 0
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
split_time = split_time + time
love.graphics.printf(formatTime(split_time), split_x, 40 + 20 * section, 90, "left")
end
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:drawCustom() end
return GameMode