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Update ldris.lua

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LDDestroier 2019-10-10 04:39:53 -04:00 committed by GitHub
parent ce07bc99a3
commit 39f7d03506
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@ -15,7 +15,6 @@
--
-- TO-DO:
-- + Add multiplayer
-- + See if the line clearing animation is too resource-hoggy
-- + Add random color pulsation (for effect!)
local scr_x, scr_y = term.getSize()
@ -26,6 +25,16 @@ local game = {
canPause = true, -- if false, cannot pause game (such as in online multiplayer)
fallDelay = 0.25, -- amount of time for each tetramino to fall down one space
inputDelay = 0.05, -- amount of time between each input
control = {
moveLeft = keys.left,
moveRight = keys.right,
moveDown = keys.down,
rotateLeft = keys.z,
rotateRight = keys.x,
fastDrop = keys.up,
hold = keys.leftShift,
quit = keys.q
}
}
local tableCopy
@ -42,15 +51,14 @@ tableCopy = function(tbl)
end
-- sets up brown as colors.special, for palette swapping magic(k)
local _oldColors = tableCopy(colors)
local tColors = tableCopy(colors)
tColors.white = 1
tColors.brown = nil -- brown is now white
tColors.special = 4096
term.setPaletteColor(tColors.special, 0xf0f0f0)
term.setPaletteColor(tColors.white, 0xf0f0f0)
colors.special = 1
colors.brown = nil -- brown is now white
if term.setPaletteColor then
colors.white = 4096
term.setPaletteColor(1, 0xf0f0f0)
term.setPaletteColor(4096, 0xf0f0f0)
end
-- generates a random number, excluding those listed in the _psExclude table
local _psExclude = {}
@ -435,7 +443,7 @@ end
-- draws the score of a player, and clears the space where the combo text is drawn
local drawScore = function(player)
term.setCursorPos(2, 18)
term.setTextColor(1)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
term.setCursorPos(2, 18)
term.write("Lines: " .. player.lines)
@ -447,7 +455,7 @@ end
-- also tells the player's combo, which is nice
local drawComboMessage = function(player, lines)
term.setCursorPos(2, 18)
term.setTextColor(4096)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
local msgs = {
"SINGLE",
@ -459,7 +467,7 @@ local drawComboMessage = function(player, lines)
term.write(msgs[lines])
if player.combo >= 2 then
term.setCursorPos(2, 19)
term.setTextColor(1)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
term.setCursorPos(2, 19)
term.write(player.combo .. "x COMBO")
@ -477,8 +485,8 @@ local gameOver = function(player)
end
mino.draw()
renderBoard(player.board, 0, 0, true)
for i = 1, 200 do
color = color + 0.001
for i = 1, 20 do
color = color + 0.01
term.setPaletteColor(4096, math.sin(color) / 2 + 0.5, math.sin(color) / 2, math.sin(color) / 2)
end
sleep(0.05)
@ -488,7 +496,7 @@ end
-- initiates a game as a specific player (takes a number)
local startGame = function(playerNumber)
term.setBackgroundColor(colors.gray)
term.setBackgroundColor(tColors.gray)
term.clear()
initializePlayers()
@ -586,15 +594,15 @@ local startGame = function(playerNumber)
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == keys.q then
if evt[2] == game.control.quit then
return
elseif evt[2] == keys.x then
elseif evt[2] == game.control.rotateRight then
mino.rotate(1)
ghostMino.rotate(1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
elseif evt[2] == keys.z then
elseif evt[2] == game.control.rotateLeft then
mino.rotate(-1)
ghostMino.rotate(-1)
os.cancelTimer(lockTimer or 0)
@ -602,26 +610,26 @@ local startGame = function(playerNumber)
draw()
end
if evt[3] == false then
if evt[2] == keys.left then
if evt[2] == game.control.moveLeft then
mino.move(-1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
os.cancelTimer(inputTimer or 0)
inputTimer = os.startTimer(game.inputDelay)
elseif evt[2] == keys.right then
elseif evt[2] == game.control.moveRight then
mino.move(1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
os.cancelTimer(inputTimer or 0)
inputTimer = os.startTimer(game.inputDelay)
elseif evt[2] == keys.up then
elseif evt[2] == game.control.fastDrop then
mino.move(0, board.ySize, true)
draw(true)
player.canHold = true
break
elseif evt[2] == keys.a then
elseif evt[2] == game.control.hold then
if player.canHold then
if player.hold == 0 then
takeFromQueue = true
@ -644,19 +652,19 @@ local startGame = function(playerNumber)
elseif evt[1] == "timer" then
if evt[2] == inputTimer then
inputTimer = os.startTimer(game.inputDelay)
if keysDown[keys.left] == 2 then
if keysDown[game.control.moveLeft] == 2 then
mino.move(-1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[keys.right] == 2 then
if keysDown[game.control.moveRight] == 2 then
mino.move(1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[keys.down] then
if keysDown[game.control.moveDown] then
mino.move(0, 1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
@ -700,7 +708,7 @@ local startGame = function(playerNumber)
player.combo = player.combo + 1
player.lines = player.lines + #clearedLines
drawComboMessage(player, #clearedLines)
for i = 1, 0, -0.002 do
for i = 1, 0, -0.12 do
term.setPaletteColor(4096, i,i,i)
for l = 1, #clearedLines do
for x = 1, board.xSize do
@ -708,6 +716,7 @@ local startGame = function(playerNumber)
end
end
renderBoard(board, 0, 0, true)
sleep(0.05)
end
for i = #clearedLines, 1, -1 do
table.remove(board, clearedLines[i])
@ -748,15 +757,24 @@ end
parallel.waitForAny(main, getInput)
-- reset colors back from whence it came
colors.special = nil
for k,v in pairs(_oldColors) do
colors[k] = v
-- reset palette to back from whence it came
for k,v in pairs(colors) do
if type(v) == "number" then
term.setPaletteColor(v, term.nativePaletteColor(v))
end
end
print(colors.white)
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
for i = 1, 8 do
term.scroll(1)
if i == 5 then
term.setCursorPos(1, scr_y)
term.write("Thanks for playing!")
end
sleep(0.05)
end
term.setCursorPos(1, scr_y)
term.clearLine()
sleep(0)