mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-16 21:29:02 -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
167 lines
4.2 KiB
Lua
167 lines
4.2 KiB
Lua
local Object = require 'libs.classic'
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local Piece = Object:extend()
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function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
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self.shape = shape
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self.rotation = rotation
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self.position = position
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self.block_offsets = block_offsets
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self.gravity = gravity
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self.lock_delay = lock_delay
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self.skin = skin
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self.colour = colour
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self.ghost = false
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self.locked = false
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self.big = big
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end
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-- Functions that return a new piece to test in rotation systems.
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function Piece:withOffset(offset)
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return Piece(
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self.shape, self.rotation,
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{x = self.position.x + offset.x, y = self.position.y + offset.y},
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self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
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)
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end
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function Piece:withRelativeRotation(rot)
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local new_rot = self.rotation + rot
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while new_rot < 0 do new_rot = new_rot + 4 end
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while new_rot >= 4 do new_rot = new_rot - 4 end
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return Piece(
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self.shape, new_rot, self.position,
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self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
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)
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end
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-- Functions that return predicates relative to a grid.
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function Piece:getBlockOffsets()
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return self.block_offsets[self.shape][self.rotation + 1]
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end
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function Piece:occupiesSquare(x, y)
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local offsets = self:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local new_offset = {x = self.position.x + offset.x, y = self.position.y + offset.y}
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if new_offset.x == x and new_offset.y == y then
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return true
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end
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end
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return false
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end
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function Piece:isMoveBlocked(grid, offset)
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local moved_piece = self:withOffset(offset)
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return not grid:canPlacePiece(moved_piece)
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end
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function Piece:isDropBlocked(grid)
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return self:isMoveBlocked(grid, { x=0, y=1 })
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end
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-- Procedures to actually do stuff to pieces.
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function Piece:setOffset(offset)
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self.position.x = self.position.x + offset.x
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self.position.y = self.position.y + offset.y
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return self
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end
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function Piece:setRelativeRotation(rot)
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new_rot = self.rotation + rot
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while new_rot < 0 do new_rot = new_rot + 4 end
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while new_rot >= 4 do new_rot = new_rot - 4 end
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self.rotation = new_rot
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return self
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end
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function Piece:moveInGrid(step, squares, grid)
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local moved = false
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for x = 1, squares do
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if grid:canPlacePiece(self:withOffset(step)) then
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moved = true
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self:setOffset(step)
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else
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break
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end
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end
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if moved and step.y == 0 then playSE("move") end
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return self
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end
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function Piece:dropSquares(dropped_squares, grid)
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self:moveInGrid({ x = 0, y = 1 }, dropped_squares, grid)
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end
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function Piece:dropToBottom(grid)
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local piece_y = self.position.y
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self:dropSquares(24, grid)
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self.gravity = 0
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if self.position.y > piece_y then
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-- if it got dropped any, also reset lock delay
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if self.ghost == false then playSE("bottom") end
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self.lock_delay = 0
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end
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return self
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end
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function Piece:lockIfBottomed(grid)
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if self:isDropBlocked(grid) then
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self.locked = true
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end
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return self
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end
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function Piece:addGravity(gravity, grid)
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local new_gravity = self.gravity + gravity
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if self:isDropBlocked(grid) then
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self.gravity = math.min(1, new_gravity)
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self.lock_delay = self.lock_delay + 1
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else
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local dropped_squares = math.floor(new_gravity)
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local new_frac_gravity = new_gravity - dropped_squares
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self.gravity = new_frac_gravity
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self:dropSquares(dropped_squares, grid)
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if self:isDropBlocked(grid) then
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playSE("bottom")
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end
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end
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return self
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end
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-- Procedures for drawing.
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function Piece:draw(opacity, brightness, grid, partial_das)
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if opacity == nil then opacity = 1 end
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if brightness == nil then brightness = 1 end
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love.graphics.setColor(brightness, brightness, brightness, opacity)
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local offsets = self:getBlockOffsets()
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local gravity_offset = 0
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--if grid ~= nil and not self:isDropBlocked(grid) then
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-- gravity_offset = self.gravity * 16
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--end
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if partial_das == nil then partial_das = 0 end
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for index, offset in pairs(offsets) do
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local x = self.position.x + offset.x
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local y = self.position.y + offset.y
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if self.big then
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love.graphics.draw(
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blocks[self.skin][self.colour],
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64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
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0, 2, 2
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)
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else
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love.graphics.draw(
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blocks[self.skin][self.colour],
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64+x*16+partial_das, 16+y*16+gravity_offset
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)
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end
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end
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return false
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end
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return Piece
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