ldd-CC/ldris2.lua

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--[[
,--,
,---.'|
| | : ,---, ,-.----. ,---, .--.--. ,----,
: : | .' .' `\ \ / \ ,`--.' | / / '. .' .' \
| ' : ,---.' \ ; : \ | : : | : /`. / ,----,' |
; ; ' | | .`\ | | | .\ : : | ' ; | |--` | : . ;
' | |__ : : | ' | . : |: | | : | | : ;_ ; |.' /
| | :.'| | ' ' ; : | | \ : ' ' ; \ \ `. `----'/ ;
' : ; ' | ; . | | : . / | | | `----. \ / ; /
| | ./ | | : | ' ; | | \ ' : ; __ \ \ | ; / /-,
; : ; ' : | / ; | | ;\ \ | | ' / /`--' / / / /.`|
| ,/ | | '` ,/ : ' | \.' ' : | '--'. / ./__; :
'---' ; : .' : : :-' ; |.' `--'---' | : .'
| ,.' | |.' '---' ; | .'
'---' `---' `---'
LDRIS 2 (Work in Progress)
Current features:
+ Legitimate SRS rotation!
+ Line clearing! Crazy!
+ 7bag randomization!
+ Decent fucking controls!
+ Ghost piece!
+ Piece holding!
+ Piece queue! It's even animated!
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To-do:
+ Add score, and let lineclears and piece dropping add to it
+ Add an actual menu, and not that shit LDRIS 1 had
+ Multiplayer, as well as an implementation of garbage
+ Cheese race mode
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+ Change color palletes so that the ghost piece isn't the color of dirt
+ Add in-game menu for changing controls (some people can actually tolerate guideline)
--]]
local scr_x, scr_y = term.getSize()
-- client config can be changed however you please
local clientConfig = {
controls = {
rotate_left = keys.z, -- by left, I mean counter-clockwise
rotate_right = keys.x, -- by right, I mean clockwise
move_left = keys.left,
move_right = keys.right,
soft_drop = keys.down,
hard_drop = keys.up,
sonic_drop = keys.space,
hold = keys.leftShift,
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pause = keys.p,
restart = keys.r,
open_chat = keys.t,
quit = keys.q,
},
soft_drop_multiplier = 4.0, -- (SDF) the factor in which soft dropping effects the gravity
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move_repeat_delay = 0.25, -- (DAS) amount of time you must be holding the movement keys for it to start repeatedly moving (seconds)
move_repeat_interval = 0.05, -- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
appearance_delay = 0, -- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
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lock_delay = 0.5, -- (Lock Delay) amount of seconds it will take for a resting mino to lock into placed
queue_length = 5, -- amount of pieces visible in the queue (limited by size of UI)
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}
-- ideally, only clients with IDENTICAL game configs should face one another
local gameConfig = {
minos = {}, -- list of all the minos (pieces) that will spawn into the board
kickTables = {}, -- list of all kick tables for pieces
currentKickTable = "SRS", -- current kick table
randomBag = "singlebag", -- current pseudorandom number generator
-- "singlebag" = normal tetris guideline random
-- "doublebag" = doubled bag size
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-- "random" = using math.random
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board_width = 11, -- width of play area
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board_height = 40, -- height of play area
board_height_visible = 20, -- height of play area that will render on screen (anchored to bottom)
spin_mode = 1, -- 1 = allows T-spins
-- 2 = allows J/L-spins
-- 3 = allows ALL SPINS! Similar to STUPID mode in tetr.io
can_rotate = true, -- if false, will disallow ALL piece rotation (meme mode)
startingGravity = 0.15, -- gravity per tick for minos
lock_move_limit = 30, -- amount of moves a mino can do after descending below its lowest point yet traversed
-- used as a method of preventing stalling -- set it to math.huge for infinite
}
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_WRITE_TO_DEBUG_MONITOR = true
local cospc_debuglog = function(header, text)
if _WRITE_TO_DEBUG_MONITOR then
if ccemux then
ccemux.attach("right", "monitor")
local t = term.redirect(peripheral.wrap("right"))
if text == 0 then
term.clear()
term.setCursorPos(1, 1)
else
term.setTextColor(colors.yellow)
term.write(header or "SYS")
term.setTextColor(colors.white)
print(": " .. text)
end
term.redirect(t)
end
end
end
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local switch = function(check)
return function(cases)
if type(cases[check]) == "function" then
return cases[check]()
elseif type(cases["default"] == "function") then
return cases["default"]()
end
end
end
local roundToPlaces = function(number, places)
return math.floor(number * 10^places) / (10^places)
end
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-- current state of the game; can be used to perfectly recreate the current scene of a game
-- that includes board and mino objects, bitch
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-- gameState = {}
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--[[
(later, I'll probably store mino data in a separate file)
spinID: 1 = considered a "T" piece, can be spun
2 = considered a "J" or "L" piece, can be spun if that's allowed
3 = considered every other piece, can be spun if STUPID mode is on
]]
do -- define minos
gameConfig.minos[1] = {
shape = {
" ",
"@@@@",
" ",
" ",
},
spinID = 3,
color = "3",
name = "I",
kickID = 2,
}
gameConfig.minos[2] = {
shape = {
" @ ",
"@@@",
" ",
},
spinID = 1,
color = "a",
name = "I",
kickID = 1,
}
gameConfig.minos[3] = {
shape = {
" @",
"@@@",
" ",
},
spinID = 2,
color = "1",
name = "L",
kickID = 1,
}
gameConfig.minos[4] = {
shape = {
"@ ",
"@@@",
" ",
},
spinID = 2,
color = "b",
name = "J",
kickID = 1,
}
gameConfig.minos[5] = {
shape = {
"@@",
"@@",
},
spinID = 3,
color = "4",
name = "O",
kickID = 2,
spawnOffsetX = 1,
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}
gameConfig.minos[6] = {
shape = {
" @@",
"@@ ",
" ",
},
spinID = 2,
color = "5",
name = "S",
kickID = 1,
}
gameConfig.minos[7] = {
shape = {
"@@ ",
" @@",
" ",
},
spinID = 2,
color = "e",
name = "Z",
kickID = 1,
}
end
do -- define SRS kick table
gameConfig.kickTables["SRS"] = {
[1] = {}, -- used on J, L, S, T, Z tetraminos
[2] = {}, -- used on I tetraminos
}
local srs = gameConfig.kickTables["SRS"]
srs[1] = {
["01"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
["10"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
["12"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
["21"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
["23"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
["32"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
["30"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
["03"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
["02"] = {{ 0, 0}, { 0, 1}, { 1, 1}, {-1, 1}, { 1, 0}, {-1, 0}},
["13"] = {{ 0, 0}, { 1, 0}, { 1, 2}, { 1, 1}, { 0, 2}, { 0, 1}},
["20"] = {{ 0, 0}, { 0,-1}, {-1,-1}, { 1,-1}, {-1, 0}, { 1, 0}},
["31"] = {{ 0, 0}, {-1, 0}, {-1, 2}, {-1, 1}, { 0, 2}, { 0, 1}},
}
srs[2] = {
["01"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
["10"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
["12"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
["21"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
["23"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
["32"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
["30"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
["03"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
["02"] = {{ 0, 0}},
["13"] = {{ 0, 0}},
["20"] = {{ 0, 0}},
["31"] = {{ 0, 0}},
}
end
-- returns a number that's capped between 'min' and 'max', inclusively
local function between(number, min, max)
return math.min(math.max(number, min), max)
end
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-- image-related functions (from NFTE)
local loadImageDataNFT = function(image, background) -- string image
local output = {{},{},{}} -- char, text, back
local y = 1
background = (background or "f"):sub(1,1)
local text, back = "f", background
local doSkip, c1, c2 = false
local tchar = string.char(31) -- for text colors
local bchar = string.char(30) -- for background colors
local maxX = 0
local bx
for i = 1, #image do
if doSkip then
doSkip = false
else
output[1][y] = output[1][y] or ""
output[2][y] = output[2][y] or ""
output[3][y] = output[3][y] or ""
c1, c2 = image:sub(i,i), image:sub(i+1,i+1)
if c1 == tchar then
text = c2
doSkip = true
elseif c1 == bchar then
back = c2
doSkip = true
elseif c1 == "\n" then
maxX = math.max(maxX, #output[1][y])
y = y + 1
text, back = " ", background
else
output[1][y] = output[1][y]..c1
output[2][y] = output[2][y]..text
output[3][y] = output[3][y]..back
end
end
end
for y = 1, #output[1] do
output[1][y] = output[1][y] .. (" "):rep(maxX - #output[1][y])
output[2][y] = output[2][y] .. (" "):rep(maxX - #output[2][y])
output[3][y] = output[3][y] .. (background):rep(maxX - #output[3][y])
end
return output
end
-- draws an image with the topleft corner at (x, y), with transparency
local drawImageTransparent = function(image, x, y, terminal)
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
local c, t, b
for iy = 1, #image[1] do
for ix = 1, #image[1][iy] do
c, t, b = image[1][iy]:sub(ix,ix), image[2][iy]:sub(ix,ix), image[3][iy]:sub(ix,ix)
if b ~= " " or c ~= " " then
terminal.setCursorPos(x + (ix - 1), y + (iy - 1))
terminal.blit(c, t, b)
end
end
end
terminal.setCursorPos(cx,cy)
end
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-- copies the contents of a table
table.copy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
output[k] = type(v) == "table" and table.copy(v) or v
end
return output
end
local stringrep = string.rep
-- generates a new board, on which polyominos can be placed and interact
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local makeNewBoard = function(x, y, width, height, blankColor)
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local board = {}
board.contents = {}
board.height = height or gameConfig.board_height
board.width = width or gameConfig.board_width
board.x = x
board.y = y
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board.blankColor = blankColor or "7" -- color if no minos are in that spot
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board.transparentColor = "f" -- color if the board tries to render where there is no board
board.garbageColor = "8"
board.visibleHeight = height and math.floor(height / 2) or gameConfig.board_height_visible
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board.alignFromBottom = false
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for y = 1, board.height do
board.contents[y] = stringrep(board.blankColor, width)
end
board.Write = function(x, y, color)
x = math.floor(x)
y = math.floor(y)
board.contents[y] = board.contents[y]:sub(1, x - 1) .. color .. board.contents[y]:sub(x + 1)
end
board.AddGarbage = function(amount)
local changePercent = 00 -- higher the percent, the more likely it is that subsequent rows of garbage will have a different hole
local holeX = math.random(1, board.width)
for y = amount, board.height do
board.contents[y - amount + 1] = board.contents[y]
end
for y = board.height, board.height - amount + 1, -1 do
board.contents[y] = stringrep(board.garbageColor, holeX - 1) .. board.blankColor .. stringrep(board.garbageColor, board.width - holeX)
if math.random(1, 100) <= changePercent then
holeX = math.random(1, board.width)
end
end
end
board.Clear = function(color)
color = color or board.blankColor
for y = 1, board.height do
board.contents[y] = stringrep(color, board.width)
end
end
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-- used for sending board data over the network
board.serialize = function(includeInit)
return textutils.serialize({
x = includeInit and board.x or nil,
y = includeInit and board.y or nil,
height = includeInit and board.height or nil,
width = includeInit and board.width or nil,
blankColor = includeInit and board.blankColor or nil,
visibleHeight = board.visibleHeight or nil,
contents = board.contents
})
end
board.Render = function(...) -- takes list of minos that it will render atop the board
local charLine1 = stringrep("\131", board.width)
local charLine2 = stringrep("\143", board.width)
local transparentLine = stringrep(board.transparentColor, board.width)
local colorLine1, colorLine2, colorLine3
local minoColor1, minoColor2, minoColor3
local minos = {...}
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local mino, tY
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if board.alignFromBottom then
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tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
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for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
colorLine1, colorLine2, colorLine3 = "", "", ""
for x = 1, board.width do
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
if mino.visible then
if mino.CheckSolid(x, y - 0, true) then
minoColor1 = mino.color
end
if mino.CheckSolid(x, y - 1, true) then
minoColor2 = mino.color
end
if mino.CheckSolid(x, y - 2, true) then
minoColor3 = mino.color
end
end
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end
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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
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end
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if (y - 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y - 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y - 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
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term.setCursorPos(board.x, board.y + tY)
term.blit(charLine1, colorLine2, colorLine1)
tY = tY - 1
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine2, colorLine3, colorLine2)
tY = tY - 1
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end
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else
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tY = board.y
for y = 1 + (board.height - board.visibleHeight), board.height, 3 do
colorLine1, colorLine2, colorLine3 = "", "", ""
for x = 1, board.width do
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
if mino.visible then
if mino.CheckSolid(x, y + 0, true) then
minoColor1 = mino.color
end
if mino.CheckSolid(x, y + 1, true) then
minoColor2 = mino.color
end
if mino.CheckSolid(x, y + 2, true) then
minoColor3 = mino.color
end
end
end
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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y + 0] and board.contents[y + 0]:sub(x, x)) or board.blankColor))
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y + 1] and board.contents[y + 1]:sub(x, x)) or board.blankColor))
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y + 2] and board.contents[y + 2]:sub(x, x)) or board.blankColor))
end
if (y + 0) > board.height or (y + 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y + 1) > board.height or (y + 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y + 2) > board.height or (y + 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine2, colorLine1, colorLine2)
tY = tY + 1
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine1, colorLine2, colorLine3)
tY = tY + 1
end
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end
end
return board
end
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local makeNewMino = function(minoTable, minoID, board, xPos, yPos, oldeMino)
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local mino = oldeMino or {}
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minoTable = minoTable or gameConfig.minos
if not minoTable[minoID] then
error("tried to spawn mino with invalid ID '" .. tostring(minoID) .. "'")
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else
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mino.shape = minoTable[minoID].shape
mino.spinID = minoTable[minoID].spinID
mino.kickID = minoTable[minoID].kickID
mino.color = minoTable[minoID].color
mino.name = minoTable[minoID].name
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end
mino.finished = false
mino.active = true
mino.spawnTimer = 0
mino.visible = true
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mino.height = #mino.shape
mino.width = #mino.shape[1]
mino.minoID = minoID
mino.x = xPos
mino.y = yPos
mino.xFloat = 0
mino.yFloat = 0
mino.board = board
mino.rotation = 0
mino.resting = false
mino.lockTimer = 0
mino.movesLeft = gameConfig.lock_move_limit
mino.yHighest = mino.y
mino.serialize = function(includeInit)
return textutils.serialize({
minoID = includeInit and mino.minoID or nil,
rotation = mino.rotation,
x = x,
y = y,
})
end
-- takes absolute position (x, y) on board, and returns true if it exists within the bounds of the board
local DoesSpotExist = function(x, y)
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return board and (
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x >= 1 and
x <= board.width and
y >= 1 and
y <= board.height
)
end
-- checks if the mino is colliding with solid objects on its board, shifted by xMod and/or yMod (default 0)
-- if doNotCountBorder == true, the border of the board won't be considered as solid
-- returns true if it IS colliding, and false if it is not
mino.CheckCollision = function(xMod, yMod, doNotCountBorder, round)
local cx, cy -- represents position on board
round = round or math.floor
for y = 1, mino.height do
for x = 1, mino.width do
cx = round(-1 + x + mino.x + xMod)
cy = round(-1 + y + mino.y + yMod)
if DoesSpotExist(cx, cy) then
if mino.board.contents[cy]:sub(cx, cx) ~= mino.board.blankColor and mino.CheckSolid(x, y) then
return true
end
elseif (not doNotCountBorder) and mino.CheckSolid(x, y) then
return true
end
end
end
return false
end
-- checks whether or not the (x, y) position of the mino's shape is solid.
mino.CheckSolid = function(x, y, relativeToBoard)
if relativeToBoard then
x = x - mino.x + 1
y = y - mino.y + 1
end
x = math.floor(x)
y = math.floor(y)
if y >= 1 and y <= mino.height and x >= 1 and x <= mino.width then
return mino.shape[y]:sub(x, x) ~= " "
else
return false
end
end
-- direction = 1: clockwise
-- direction = -1: counter-clockwise
mino.Rotate = function(direction, expendLockMove)
local oldShape = table.copy(mino.shape)
local kickTable = gameConfig.kickTables[gameConfig.currentKickTable]
local output = {}
local success = false
local newRotation = ((mino.rotation + direction + 1) % 4) - 1
local kickRotTranslate = {
[-1] = "3",
[ 0] = "0",
[ 1] = "1",
[ 2] = "2",
}
if mino.active then
-- get the specific offset table for the type of rotation based on the mino type
local kickX, kickY
local kickRot = kickRotTranslate[mino.rotation] .. kickRotTranslate[newRotation]
-- translate the mino piece
for y = 1, mino.width do
output[y] = ""
for x = 1, mino.height do
if direction == -1 then
output[y] = output[y] .. oldShape[x]:sub(-y, -y)
elseif direction == 1 then
output[y] = oldShape[x]:sub(y, y) .. output[y]
end
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end
end
mino.width, mino.height = mino.height, mino.width
mino.shape = output
-- it's time to do some floor and wall kicking
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if mino.board and mino.CheckCollision(0, 0) then
for i = 1, #kickTable[mino.kickID][kickRot] do
kickX = kickTable[mino.kickID][kickRot][i][1]
kickY = -kickTable[mino.kickID][kickRot][i][2]
if not mino.Move(kickX, kickY, false) then
success = true
break
end
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end
else
success = true
end
if success then
mino.rotation = newRotation
mino.height, mino.width = mino.width, mino.height
else
mino.shape = oldShape
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end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 2
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
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end
end
end
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return mino, success
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end
mino.Move = function(x, y, doSlam, expendLockMove)
local didSlam
local didCollide = false
local didMoveX = true
local didMoveY = true
local step, round
if mino.active then
if doSlam then
mino.xFloat = mino.xFloat + x
mino.yFloat = mino.yFloat + y
-- handle Y position
if y ~= 0 then
step = y / math.abs(y)
round = mino.yFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(0, step) then
mino.yFloat = 0
didMoveY = false
else
for iy = step, round(mino.yFloat), step do
if mino.CheckCollision(0, step) then
didCollide = true
mino.yFloat = 0
break
else
didMoveY = true
mino.y = mino.y + step
mino.yFloat = mino.yFloat - step
end
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end
end
else
didMoveY = false
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end
-- handle x position
if x ~= 0 then
step = x / math.abs(x)
round = mino.xFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(step, 0) then
mino.xFloat = 0
didMoveX = false
else
for ix = step, round(mino.xFloat), step do
if mino.CheckCollision(step, 0) then
didCollide = true
mino.xFloat = 0
break
else
didMoveX = true
mino.x = mino.x + step
mino.xFloat = mino.xFloat - step
end
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end
end
else
didMoveX = false
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end
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else
if mino.CheckCollision(x, y) then
didCollide = true
didMoveX = false
didMoveY = false
else
mino.x = mino.x + x
mino.y = mino.y + y
didCollide = false
didMoveX = true
didMoveY = true
end
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end
local yHighestDidChange = (mino.y > mino.yHighest)
mino.yHighest = math.max(mino.yHighest, mino.y)
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if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
end
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if expendLockMove then
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if didMoveX or didMoveY then
mino.movesLeft = mino.movesLeft - 1
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
end
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end
end
else
didMoveX = false
didMoveY = false
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end
return didCollide, didMoveX, didMoveY, yHighestDidChange
end
-- writes the mino to the board
mino.Write = function()
if mino.active then
for y = 1, mino.height do
for x = 1, mino.width do
if mino.CheckSolid(x, y, false) then
mino.board.Write(x + mino.x - 1, y + mino.y - 1, mino.color)
end
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end
end
end
end
return mino
end
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_G.makeNewMino = makeNewMino
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local pseudoRandom = function(gameState)
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return switch(gameConfig.randomBag) {
["random"] = function()
return math.random(1, #gameConfig.minos)
end,
["singlebag"] = function()
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if #gameState.random_bag == 0 then
-- repopulate random bag
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
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gameState.random_bag[#gameState.random_bag + 1] = i
else
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table.insert(gameState.random_bag, 1, i)
end
end
end
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local pick = math.random(1, #gameState.random_bag)
local output = gameState.random_bag[pick]
table.remove(gameState.random_bag, pick)
return output
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end,
["doublebag"] = function()
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if #gameState.random_bag == 0 then
for r = 1, 2 do
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-- repopulate random bag
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
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gameState.random_bag[#gameState.random_bag + 1] = i
else
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table.insert(gameState.random_bag, 1, i)
end
end
end
end
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local pick = math.random(1, #gameState.random_bag)
local output = gameState.random_bag[pick]
table.remove(gameState.random_bag, pick)
return output
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end
}
end
local handleLineClears = function(gameState)
local mino, board = gameState.mino, gameState.board
-- get list of full lines
local clearedLines = {lookup = {}}
for y = 1, board.height do
if not board.contents[y]:find(board.blankColor) then
clearedLines[#clearedLines + 1] = y
clearedLines.lookup[y] = true
end
end
-- clear the lines, baby
if #clearedLines > 0 then
local newContents = {}
local i = board.height
for y = board.height, 1, -1 do
if not clearedLines.lookup[y] then
newContents[i] = board.contents[y]
i = i - 1
end
end
for y = 1, #clearedLines do
newContents[y] = stringrep(board.blankColor, board.width)
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end
gameState.board.contents = newContents
end
gameState.linesCleared = gameState.linesCleared + #clearedLines
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return clearedLines
end
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local StartGame = function(player_number, native_control, board_xmod, board_ymod)
board_xmod = board_xmod or 0
board_ymod = board_ymod or 0
local gameState = {
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gravity = gameConfig.startingGravity,
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pNum = player_number,
targetPlayer = 0,
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score = 0,
antiControlRepeat = {},
topOut = false,
canHold = true,
didHold = false,
heldPiece = false,
paused = false,
queue = {},
queueMinos = {},
linesCleared = 0,
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random_bag = {},
gameTickCount = 0,
controlTickCount = 0,
controlsDown = {}, --
incomingGarbage = 0, -- amount of garbage that will be added to board after non-line-clearing mino placement
combo = 0, -- amount of successive line clears
backToBack = 0, -- amount of tetris/t-spins comboed
spinLevel = 0, -- 0 = no special spin
-- 1 = mini spin
-- 2 = Z/S/J/L spin
-- 3 = T spin
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}
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-- create boards
-- main gameplay board
gameState.board = makeNewBoard(
7 + board_xmod,
1 + board_ymod,
gameConfig.board_width, gameConfig.board_height
)
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-- queue of upcoming minos
gameState.queueBoard = makeNewBoard(
gameState.board.x + gameState.board.width + 1,
gameState.board.y,
4,
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28
--gameState.board.height - 12
)
-- display of currently held mino
gameState.holdBoard = makeNewBoard(
--gameState.board.x + gameState.board.width + 1,
2 + board_xmod,
--gameState.board.y + gameState.board.visibleHeight * (1/3),
1 + board_ymod,
gameState.queueBoard.width,
4
)
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gameState.holdBoard.visibleHeight = 4
-- indicator of incoming garbage
gameState.garbageBoard = makeNewBoard(
gameState.board.x - 1,
gameState.board.y,
1,
gameState.board.visibleHeight,
"f"
)
gameState.garbageBoard.visibleHeight = gameState.garbageBoard.height
-- populate the queue
for i = 1, clientConfig.queue_length + 1 do
gameState.queue[i] = pseudoRandom(gameState)
end
for i = 1, clientConfig.queue_length do
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gameState.queueMinos[i] = makeNewMino(nil,
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gameState.queue[i + 1],
gameState.queueBoard,
1,
i * 3 + 12
)
end
gameState.queue.cyclePiece = function()
local output = gameState.queue[1]
table.remove(gameState.queue, 1)
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gameState.queue[#gameState.queue + 1] = pseudoRandom(gameState)
return output
end
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gameState.mino = {}
local qmAnim = 0
local makeDefaultMino = function(gameState)
local nextPiece
if gameState.didHold then
if gameState.heldPiece then
nextPiece, gameState.heldPiece = gameState.heldPiece, gameState.mino.minoID
else
nextPiece, gameState.heldPiece = gameState.queue.cyclePiece(), gameState.mino.minoID
end
else
nextPiece = gameState.queue.cyclePiece()
end
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return makeNewMino(nil,
nextPiece,
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gameState.board,
math.floor(gameState.board.width / 2 - 1) + (gameConfig.minos[nextPiece].spawnOffsetX or 0),
math.floor(gameConfig.board_height_visible + 1) + (gameConfig.minos[nextPiece].spawnOffsetY or 0),
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gameState.mino
)
end
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local calculateGarbage = function(gameState, linesCleared)
local output = 0
local lncleartbl = {
[0] = 0,
[1] = 0,
[2] = 1,
[3] = 2,
[4] = 4,
[5] = 5,
[6] = 6,
[7] = 7,
[8] = 8
}
if (gameState.spinLevel == 3) or (gameState.spinLevel == 2 and gameConfig.spin_mode >= 2) then
output = output + linesCleared * 2
else
output = output + (lncleartbl[linesCleared] or 0)
end
-- add combo bonus
output = output + math.max(0, math.floor(-1 + gameState.combo / 2))
return output
end
local sendGameEvent = function(eventName, ...)
if native_control then
os.queueEvent(eventName, ...)
end
end
gameState.mino = makeDefaultMino(gameState)
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local mino, board = gameState.mino, gameState.board
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local holdBoard, queueBoard, garbageBoard = gameState.holdBoard, gameState.queueBoard, gameState.garbageBoard
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local ghostMino = makeNewMino(nil, mino.minoID, gameState.board, mino.x, mino.y, {})
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local garbageMinoShape = {}
for i = 1, garbageBoard.height do
garbageMinoShape[#garbageMinoShape + 1] = "@"
end
local garbageMino = makeNewMino({
[1] = {
shape = garbageMinoShape,
color = "e"
}
}, 1, garbageBoard, 1, garbageBoard.height + 1)
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local keysDown = {}
local tickDelay = 0.05
local render = function(drawOtherBoards)
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board.Render(ghostMino, mino)
if drawOtherBoards then
holdBoard.Render()
queueBoard.Render(table.unpack(gameState.queueMinos))
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garbageBoard.Render(garbageMino)
end
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end
local tick = function(gameState)
local didCollide, didMoveX, didMoveY, yHighestDidChange = mino.Move(0, gameState.gravity, true)
local doCheckStuff = false
local doAnimateQueue = false
local doMakeNewMino = false
qmAnim = math.max(0, qmAnim - 0.8)
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-- position queue minos properly
for i = 1, #gameState.queueMinos do
gameState.queueMinos[i].y = (i * 3 + 12) + math.floor(qmAnim)
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end
if not mino.finished then
mino.resting = (not didMoveY) and mino.CheckCollision(0, 1)
if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
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end
if mino.resting then
mino.lockTimer = mino.lockTimer - tickDelay
if mino.lockTimer <= 0 then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
end
end
gameState.mino.spawnTimer = math.max(0, gameState.mino.spawnTimer - tickDelay)
if gameState.mino.spawnTimer == 0 then
gameState.mino.active = true
gameState.mino.visible = true
ghostMino.active = true
ghostMino.visible = true
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end
if mino.finished then
if mino.finished == 1 then -- piece will lock
gameState.didHold = false
gameState.canHold = true
-- check for top-out due to placing a piece outside the visible area of its board
if false then -- I'm doing that later
else
doAnimateQueue = true
mino.Write()
doMakeNewMino = true
doCheckStuff = true
end
elseif mino.finished == 2 then -- piece will attempt hold
if gameState.canHold then
gameState.didHold = true
gameState.canHold = false
-- I would have used a ternary statement, but didn't
if gameState.heldPiece then
doAnimateQueue = false
else
doAnimateQueue = true
end
-- draw held piece
gameState.holdBoard.Clear()
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makeNewMino(nil,
gameState.mino.minoID,
gameState.holdBoard,
1, 2, {}
).Write()
doMakeNewMino = true
doCheckStuff = true
else
mino.finished = false
end
else
error("I don't know how, but that polyomino's finished!")
end
if doMakeNewMino then
gameState.mino = makeDefaultMino(gameState)
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ghostMino = makeNewMino(nil, mino.minoID, gameState.board, mino.x, mino.y, {})
if (not gameState.didHold) and (clientConfig.appearance_delay > 0) then
gameState.mino.spawnTimer = clientConfig.appearance_delay
gameState.mino.active = false
gameState.mino.visible = false
ghostMino.active = false
ghostMino.visible = false
end
end
if doAnimateQueue then
table.remove(gameState.queueMinos, 1)
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gameState.queueMinos[#gameState.queueMinos + 1] = makeNewMino(nil,
gameState.queue[clientConfig.queue_length],
gameState.queueBoard,
1,
(clientConfig.queue_length + 1) * 3 + 12
)
qmAnim = 3
end
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-- if the hold attempt fails (say, you already held a piece), it wouldn't do to check for a top-out or line clears
if doCheckStuff then
-- check for top-out due to obstructed mino upon entry
-- attempt to move mino at most 2 spaces upwards before considering it fully topped out
gameState.topOut = true
for i = 0, 2 do
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if mino.CheckCollision(0, 1) then
mino.y = mino.y - 1
else
gameState.topOut = false
break
end
end
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local linesCleared = handleLineClears(gameState)
if #linesCleared == 0 then
gameState.combo = 0
gameState.backToBack = 0
else
gameState.combo = gameState.combo + 1
if #linesCleared == 4 or gameState.spinLevel >= 1 then
gameState.backToBack = gameState.backToBack + 1
else
gameState.backToBack = 0
end
end
-- calculate garbage to be sent
local garbage = calculateGarbage(gameState, #linesCleared)
if garbage > 0 then
cospc_debuglog(gameState.pNum, "Doled out " .. garbage .. " lines")
end
-- send garbage to enemy player
sendGameEvent("attack", gameState.targetPlayer)
if doMakeNewMino then
gameState.spinLevel = 0
end
end
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end
-- debug info
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if native_control then
term.setCursorPos(2, scr_y - 2)
term.write("Lines: " .. gameState.linesCleared .. " ")
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term.setCursorPos(2, scr_y - 1)
term.write("M=" .. mino.movesLeft .. ", TTL=" .. tostring(mino.lockTimer):sub(1, 4) .. " ")
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term.setCursorPos(2, scr_y - 0)
term.write("POS=(" .. mino.x .. ":" .. tostring(mino.xFloat):sub(1, 5) .. ", " .. mino.y .. ":" .. tostring(mino.yFloat):sub(1, 5) .. ") ")
end
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end
local checkControl = function(controlName, repeatTime, repeatDelay)
repeatDelay = repeatDelay or 1
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if native_control then
if keysDown[clientConfig.controls[controlName]] then
if not gameState.antiControlRepeat[controlName] then
if repeatTime then
return keysDown[clientConfig.controls[controlName]] == 1 or
(
keysDown[clientConfig.controls[controlName]] >= (repeatTime * (1 / tickDelay)) and (
repeatDelay and ((keysDown[clientConfig.controls[controlName]] * tickDelay) % repeatDelay == 0) or true
)
)
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else
return keysDown[clientConfig.controls[controlName]] == 1
end
end
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else
return false
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end
else
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if gameState.controlsDown[controlName] then
if not gameState.antiControlRepeat[controlName] then
if repeatTime then
return gameState.controlsDown[controlName] == 1 or
(
gameState.controlsDown[controlName] >= (repeatTime * (1 / tickDelay)) and (
repeatDelay and ((gameState.controlsDown[controlName] * tickDelay) % repeatDelay == 0) or true
)
)
else
return gameState.controlsDown[controlName] == 1
end
end
else
return false
end
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end
end
local controlTick = function(gameState, onlyFastActions)
local dc, dmx, dmy -- did collide, did move X, did move Y
local didSlowAction = false
if (not gameState.paused) and gameState.mino.active then
if not onlyFastActions then
if checkControl("move_left", clientConfig.move_repeat_delay, clientConfig.move_repeat_interval) then
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if not mino.finished then
mino.Move(-1, 0, true, true)
didSlowAction = true
gameState.antiControlRepeat["move_left"] = true
end
end
if checkControl("move_right", clientConfig.move_repeat_delay, clientConfig.move_repeat_interval) then
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if not mino.finished then
mino.Move(1, 0, true, true)
didSlowAction = true
gameState.antiControlRepeat["move_right"] = true
end
end
if checkControl("soft_drop", 0) then
mino.Move(0, gameState.gravity * clientConfig.soft_drop_multiplier, true, false)
didSlowAction = true
gameState.antiControlRepeat["soft_drop"] = true
end
if checkControl("hard_drop", false) then
mino.Move(0, board.height, true, false)
mino.finished = 1
didSlowAction = true
gameState.antiControlRepeat["hard_drop"] = true
end
if checkControl("sonic_drop", false) then
mino.Move(0, board.height, true, true)
didSlowAction = true
gameState.antiControlRepeat["sonic_drop"] = true
end
if checkControl("hold", false) then
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if not mino.finished then
mino.finished = 2
gameState.antiControlRepeat["hold"] = true
didSlowAction = true
end
end
if checkControl("quit", false) then
gameState.topOut = true
gameState.antiControlRepeat["quit"] = true
didSlowAction = true
end
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end
if checkControl("rotate_left", false) then
mino.Rotate(-1, true)
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if mino.spinID <= gameConfig.spin_mode then
if (
mino.CheckCollision(1, 0) and
mino.CheckCollision(-1, 0) and
mino.CheckCollision(0, -1)
) then
gameState.spinLevel = 3
else
gameState.spinLevel = 0
end
end
gameState.antiControlRepeat["rotate_left"] = true
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end
if checkControl("rotate_right", false) then
mino.Rotate(1, true)
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if mino.spinID <= gameConfig.spin_mode then
if (
mino.CheckCollision(1, 0) and
mino.CheckCollision(-1, 0) and
mino.CheckCollision(0, -1)
) then
gameState.spinLevel = 3
else
gameState.spinLevel = 0
end
end
gameState.antiControlRepeat["rotate_right"] = true
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end
end
if checkControl("pause", false) then
gameState.paused = not gameState.paused
gameState.antiControlRepeat["pause"] = true
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end
return didSlowAction
end
local tickTimer = os.startTimer(tickDelay)
local evt
local didControlTick = false
while true do
-- handle ghost piece
ghostMino.color = "c"
ghostMino.shape = mino.shape
ghostMino.x = mino.x
ghostMino.y = mino.y
ghostMino.Move(0, board.height, true)
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garbageMino.y = 1 + garbageBoard.height - gameState.incomingGarbage
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-- render board
render(true)
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evt = {os.pullEvent()}
if evt[1] == "key" and not evt[3] then
keysDown[evt[2]] = 1
didControlTick = controlTick(gameState, false)
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gameState.controlTickCount = gameState.controlTickCount + 1
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elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
end
if evt[1] == "timer" then
if evt[2] == tickTimer then
tickTimer = os.startTimer(0.05)
for k,v in pairs(keysDown) do
keysDown[k] = 1 + v
end
controlTick(gameState, didControlTick)
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gameState.controlTickCount = gameState.controlTickCount + 1
if not gameState.paused then
tick(gameState)
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gameState.gameTickCount = gameState.gameTickCount + 1
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end
didControlTick = false
gameState.antiControlRepeat = {}
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end
end
if gameState.topOut then
-- this will have a more elaborate game over sequence later
return
end
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end
end
local TitleScreen = function()
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local animation = function()
local tsx = 8
local tsy = 10
--[[
local title = {
[1] = "ee€\nee€\nee€fƒfe”",
[2] = "dd€fdf‚fd\ndd€  df•fd•\ndd€fƒfdŸ",
[3] = "11€f1ff1”\n11€f“‰f1\n11€  11€f•",
[4] = "affaŸ\naf•fa•\naf‚",
[5] = "3f—3€f3f\nf€3‹3f‚f3\n3f•ƒf3Ÿ",
[6] = "4f—f4Ÿ4f‚\n  4fŸf4‡\n4f—4€f‚ƒ"
}
--]]
--[[
1 = " ",
"@@@@",
" ",
" ",
2 = " @ ",
"@@@",
" ",
3 = " @",
"@@@",
" ",
4 = "@ ",
"@@@",
" ",
5 = "@@",
"@@",
6 = " @@",
"@@ ",
" ",
7 = "@@ ",
" @@",
" ",
]]
local animBoard = makeNewBoard(1, 1, scr_x, scr_y * 10/3, "f")
animBoard.visibleHeight = animBoard.height / 2
local animMinos = {}
local iterate = 0
local mTimer = 100000
local titleMinos = {
-- L
makeNewMino(nil, 4, animBoard, tsx + 1, tsy).Rotate(0),
makeNewMino(nil, 1, animBoard, tsx + 0, tsy).Rotate(3),
-- D
makeNewMino(nil, 7, animBoard, tsx + 6, tsy).Rotate(3),
makeNewMino(nil, 3, animBoard, tsx + 4, tsy).Rotate(1),
nil
}
for i = 1, #titleMinos do
if titleMinos[i] then
table.insert(animMinos, titleMinos[i])
end
end
while true do
iterate = (iterate + 10) % 360
if mTimer <= 0 then
table.insert(animMinos, makeNewMino(nil,
math.random(1, 7),
animBoard,
math.random(1, animBoard.width - 4),
animBoard.visibleHeight - 4
))
mTimer = 4
else
mTimer = mTimer - 1
end
for i = 1, #animMinos do
animMinos[i].Move(0, 0.75, false)
if animMinos[i].y > animBoard.height then
table.remove(animMinos, i)
end
end
animBoard.Render(table.unpack(animMinos))
sleep(0.05)
end
end
local menu = function()
local options = {"Singleplayer", "How to play", "Quit"}
end
--animation()
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--StartGame(true, 0, 0)
parallel.waitForAny(function()
cospc_debuglog(1, "Starting game.")
StartGame(1, true, 0, 0)
cospc_debuglog(1, "Game concluded.")
end, function()
while true do
cospc_debuglog(2, "Starting game.")
StartGame(2, false, 24, 0)
cospc_debuglog(2, "Game concluded.")
end
end)
end
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term.clear()
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cospc_debuglog(nil, 0)
cospc_debuglog(nil, "Opened LDRIS2.")
TitleScreen()
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cospc_debuglog(nil, "Closed LDRIS2.")
term.setCursorPos(1, scr_y - 1)
term.clearLine()
print("Thank you for playing!")
term.setCursorPos(1, scr_y - 0)
term.clearLine()
sleep(0.05)