mirror of
https://github.com/SashLilac/cambridge.git
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175 lines
4.9 KiB
Lua
175 lines
4.9 KiB
Lua
Piece = require("tetris.components.piece")
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local BONKERS = {}
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BONKERS.name = "SUPER302"
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BONKERS.hash = "Super302"
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BONKERS.spawn_positions = {
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I = { x=5, y=4 },
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J = { x=4, y=5 },
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L = { x=4, y=5 },
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O = { x=5, y=5 },
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S = { x=4, y=5 },
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T = { x=4, y=5 },
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Z = { x=4, y=5 },
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}
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BONKERS.block_offsets = {
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I={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
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{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
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{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
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},
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J={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
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},
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L={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
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},
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O={
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
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},
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S={
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{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
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},
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T={
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{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
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{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
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{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
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{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
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},
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Z={
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{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
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{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
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{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
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{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
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}
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}
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-- Component functions.
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local function rotatePiece(inputs, piece, grid, prev_inputs)
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local new_inputs = {}
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for input, value in pairs(inputs) do
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if value and not prev_inputs[input] then
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new_inputs[input] = true
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end
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end
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local rot_dir = 0
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if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
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rot_dir = 3
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elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
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rot_dir = 1
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elseif (new_inputs["rotate_180"]) then
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rot_dir = 2
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end
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while rot_dir ~= 0 do
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if piece.filled then break end
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new_piece = piece:withRelativeRotation(rot_dir)
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if (grid:canPlacePiece(new_piece)) and piece.shape ~= "O" then
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piece:setRelativeRotation(rot_dir)
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piece.lock_delay = 0 -- rotate reset
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else
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-- set the piece to occupy the whole grid
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piece.filled = true
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unfilled_block_offsets = {}
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for y = 4, 23 do
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for x = 0, 9 do
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if not grid:isOccupied(x, y) then
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table.insert(unfilled_block_offsets, {x=x, y=y})
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end
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end
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end
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piece.position = {x=0, y=0}
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piece.getBlockOffsets = function(piece)
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return unfilled_block_offsets
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end
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piece.isDropBlocked = function(piece)
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return true
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end
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end
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rot_dir = 0
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end
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-- prev_inputs becomes the previous inputs
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for input, value in pairs(inputs) do
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prev_inputs[input] = inputs[input]
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end
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end
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local function movePiece(piece, grid, move)
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if move == "left" then
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if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
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piece.lock_delay = 0 -- move reset
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end
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piece:moveInGrid({x=-1, y=0}, 1, grid)
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elseif move == "right" then
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if not piece:isMoveBlocked(grid, {x=1, y=0}) then
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piece.lock_delay = 0 -- move reset
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end
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piece:moveInGrid({x=1, y=0}, 1, grid)
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end
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end
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local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
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local y = piece.position.y
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if inputs["down"] == true and drop_locked == false then
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piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
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elseif inputs["up"] == true then
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if piece:isDropBlocked(grid) then
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return
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end
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piece:dropToBottom(grid)
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else
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piece:addGravity(gravity, grid)
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end
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if piece.position.y ~= y then -- step reset
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piece.lock_delay = 0
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end
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end
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local function lockPiece(piece, grid, lock_delay)
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if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
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piece.locked = true
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end
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end
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function BONKERS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
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local piece = Piece(shape, 0, {
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x = BONKERS.spawn_positions[shape].x,
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y = BONKERS.spawn_positions[shape].y
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}, BONKERS.block_offsets, 0, 0)
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-- have to copy that object otherwise it gets referenced
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rotatePiece(inputs, piece, grid, {})
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dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
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return piece
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end
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function BONKERS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
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rotatePiece(inputs, piece, grid, prev_inputs)
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movePiece(piece, grid, move)
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dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
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lockPiece(piece, grid, lock_delay)
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end
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return BONKERS
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