mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-16 23:29:03 -06:00
05230ac046
- 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
308 lines
7.5 KiB
Lua
308 lines
7.5 KiB
Lua
local Object = require 'libs.classic'
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local Grid = Object:extend()
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local empty = { skin = "", colour = "" }
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local oob = { skin = "", colour = "" }
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function Grid:new()
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self.grid = {}
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self.grid_age = {}
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for y = 1, 24 do
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self.grid[y] = {}
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self.grid_age[y] = {}
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for x = 1, 10 do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:clear()
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for y = 1, 24 do
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for x = 1, 10 do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:getCell(x, y)
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if x < 1 or x > 10 or y > 24 then return oob
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elseif y < 1 then return empty
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else return self.grid[y][x]
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end
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end
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function Grid:isOccupied(x, y)
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return self:getCell(x+1, y+1) ~= empty
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end
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function Grid:isRowFull(row)
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for index, square in pairs(self.grid[row]) do
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if square == empty then return false end
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end
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return true
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end
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function Grid:canPlacePiece(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if self:isOccupied(x, y) then
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return false
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end
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end
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return true
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end
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function Grid:canPlaceBigPiece(piece)
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if (
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self:isOccupied(x * 2 + 0, y * 2 + 0)
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or self:isOccupied(x * 2 + 1, y * 2 + 0)
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or self:isOccupied(x * 2 + 0, y * 2 + 1)
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or self:isOccupied(x * 2 + 1, y * 2 + 1)
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) then
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return false
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end
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end
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return true
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end
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function Grid:canPlacePieceInVisibleGrid(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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-- forget canPlaceBigPieceInVisibleGrid for now
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if y < 4 or self:isOccupied(x, y) ~= empty then
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return false
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end
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end
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return true
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end
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function Grid:getClearedRowCount()
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local count = 0
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for row = 1, 24 do
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if self:isRowFull(row) then
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count = count + 1
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end
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end
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return count
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end
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function Grid:markClearedRows()
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for row = 1, 24 do
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if self:isRowFull(row) then
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for x = 1, 10 do
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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end
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end
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end
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return true
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end
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function Grid:clearClearedRows()
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for row = 1, 24 do
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if self:isRowFull(row) then
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for above_row = row, 2, -1 do
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self.grid[above_row] = self.grid[above_row - 1]
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self.grid_age[above_row] = self.grid_age[above_row - 1]
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end
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self.grid[1] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[1] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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end
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end
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return true
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end
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function Grid:copyBottomRow()
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for row = 1, 23 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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for col = 1, 10 do
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self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
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skin = self.grid[23][col].skin,
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colour = "X"
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}
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end
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return true
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end
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function Grid:applyPiece(piece)
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if piece.big then
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self:applyBigPiece(piece)
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return
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end
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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if y + 1 > 0 then
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self.grid[y+1][x+1] = {
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skin = piece.skin,
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colour = piece.colour
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}
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end
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end
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end
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function Grid:applyBigPiece(piece)
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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for a = 1, 2 do
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for b = 1, 2 do
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if y*2+a > 0 then
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self.grid[y*2+a][x*2+b] = {
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skin = piece.skin,
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colour = piece.colour
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}
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end
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end
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end
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end
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end
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function Grid:checkForBravo(cleared_row_count)
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for i = 0, 23 - cleared_row_count do
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for j = 0, 9 do
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if self:isOccupied(j, i) then return false end
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end
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end
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return true
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end
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function Grid:checkSecretGrade()
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local sgrade = 0
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for i=23,5,-1 do
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local validLine = true
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local emptyCell = 0
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if i > 13 then
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emptyCell = 23-i
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end
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if i <= 13 then
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emptyCell = i-5
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end
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for j=0,9 do
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if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
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validLine = false
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end
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end
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if not self:isOccupied(emptyCell,i-1) then
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validLine = false
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end
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if(validLine) then
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sgrade = sgrade + 1
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else
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-- return sgrade
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end
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end
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--[[
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if(sgrade == 0) then return ""
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elseif(sgrade < 10) then return 10-sgrade
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elseif(sgrade < 19) then return "S"..(sgrade-9) end
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return "GM"
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--]]
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return sgrade
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end
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function Grid:update()
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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self.grid_age[y][x] = self.grid_age[y][x] + 1
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end
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end
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end
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end
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function Grid:draw()
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid_age[y][x] < 1 then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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if self.grid[y][x].skin ~= "bone" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < 24 and self.grid[y+1][x] == empty then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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end
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function Grid:drawInvisible(opacity_function, garbage_opacity_function)
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 1
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elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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opacity = opacity_function(self.grid_age[y][x])
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end
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love.graphics.setColor(0.5, 0.5, 0.5, opacity)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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if opacity > 0 and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.64, 0.64, 0.64)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < 24 and self.grid[y+1][x] == empty then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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end
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return Grid
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