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mirror of https://github.com/LDDestroier/CC/ synced 2024-06-25 22:53:18 +00:00

Added a fuckton of shit bitch

* Added garbage
* Added a second player (but no controls for that yet)
* Fixed bug in which minos get locked one space above the floor
* Improved input function to allow different "keysDown" tables for different players
* Added T-spin detection (ties into garbage)
This commit is contained in:
LDDestroier 2019-11-17 00:10:11 -05:00 committed by GitHub
parent 19482e0094
commit 3b27814f13
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GPG Key ID: 4AEE18F83AFDEB23

563
ldris.lua
View File

@ -18,12 +18,20 @@
-- + Add random color pulsation (for effect!)
local scr_x, scr_y = term.getSize()
local keysDown = {}
local game = {
p = {}, -- stores player information
paused = false, -- whether or not game is paused
canPause = true, -- if false, cannot pause game (such as in online multiplayer)
inputDelay = 0.05, -- amount of time between each input
p = {}, -- stores player information
you = 1, -- current player slot
amountOfPlayers = 2, -- amount of players for the current game
running = true, -- if set to false, will quit the game
moveHoldDelay = 0.2, -- amount of time to hold left or right for it to keep moving that way
boardOverflow = 12, -- amount of space above the board that it can overflow
paused = false, -- whether or not game is paused
canPause = true, -- if false, cannot pause game (such as in online multiplayer)
inputDelay = 0, -- amount of time between each input
config = {
TGMlock = true, -- replicate the piece locking from Tetris: The Grand Master
scrubMode = false, -- gives you nothing but I-pieces
},
control = {
moveLeft = keys.left,
moveRight = keys.right,
@ -78,12 +86,13 @@ term.setPaletteColor(tColors.white, 0xf0f0f0)
-- initializes and fixes up a board
-- boards are 2D objects that can display perfectly square graphics
local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor)
local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor, topCull)
board = board or {}
board.x = board.x or xpos or 1
board.y = board.y or ypos or 1
board.xSize = board.xSize or newXsize or 10
board.ySize = board.ySize or newYsize or 24
board.ySize = board.ySize or newYsize or 24 + game.boardOverflow
board.topCull = board.topCull or topCull or game.boardOverflow
board.BGcolor = board.BGcolor or newBGcolor or "f"
for y = 1, board.ySize do
board[y] = board[y] or {}
@ -106,6 +115,7 @@ end
local minos = {
[1] = { -- I-piece
canRotate = true,
canTspin = false,
shape = {
" ",
"3333",
@ -115,6 +125,7 @@ local minos = {
},
[2] = { -- L-piece
canRotate = true,
canTspin = false,
shape = {
" 1",
"111",
@ -123,6 +134,7 @@ local minos = {
},
[3] = { -- J-piece
canRotate = true,
canTspin = false,
shape = {
"b ",
"bbb",
@ -131,6 +143,7 @@ local minos = {
},
[4] = { -- O-piece
canRotate = true,
canTspin = false,
shape = {
"44",
"44",
@ -138,6 +151,7 @@ local minos = {
},
[5] = { -- T-piece
canRotate = true,
canTspin = true,
shape = {
" a ",
"aaa",
@ -146,6 +160,7 @@ local minos = {
},
[6] = { -- Z-piece
canRotate = true,
canTspin = false,
shape = {
"ee ",
" ee",
@ -154,6 +169,7 @@ local minos = {
},
[7] = { -- S-piece
canRotate = true,
canTspin = false,
shape = {
" 55",
"55 ",
@ -185,9 +201,41 @@ local minos = {
" c c c c c c c c c c c c c",
" c ccc ccc ccc ccc ccc c c",
}
},
["eatmyass"] = {
canRotate = false,
shape = {
"ccccc ccc ccccc c c c c ccc ccc ccc ",
"c c c c cc cc c c c c c c c c",
"c c c c c c c c c c c c c c ",
"cccc ccccc c c c c c ccccc ccc ccc ",
"c c c c c c c c c c c",
"c c c c c c c c c c c",
"c c c c c c c c c c c c c",
"ccccc c c c c c c c c ccc ccc ",
}
},
["nice"] = { -- nice
canRotate = false,
shape = {
" c ",
" ",
"c ccc c cccc cccc ",
"c c c c c c c c ",
"cc c c c c c ",
"c c c c cccccc ",
"c c c c c ",
"c c c c c ",
"c c c c c c c ",
"c c c cccc cccc c",
}
}
}
local images = {
-- to do...add images...
}
-- converts blit colors to colors api, and back
local to_colors, to_blit = {
[' '] = 0,
@ -261,6 +309,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
mino.x = x
mino.y = y
mino.didTspin = false -- if the player has done a T-spin with this piece
mino.lockBreaks = 16 -- anti-infinite measure
mino.waitingForLock = false
mino.board = board
@ -306,6 +355,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
if not mino.checkCollision(-direction, 2) then
mino.y = mino.y + 2
mino.x = mino.x - direction
mino.didTspin = true
return true
end
-- kick off floor
@ -325,6 +375,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
mino.didTspin = true
return true
end
end
@ -338,6 +389,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
mino.didTspin = true
return true
end
end
@ -369,6 +421,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
if not mino.checkCollision(x, y) then
mino.x = mino.x + x
mino.y = mino.y + y
mino.didTspin = false
return true
elseif doSlam then
for sx = 0, x, math.abs(x) / x do
@ -376,12 +429,14 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
mino.x = mino.x + sx - math.abs(x) / x
break
end
mino.didTspin = false
end
for sy = 0, y, math.abs(y) / y do
for sy = 0, math.ceil(y), math.abs(y) / y do
if mino.checkCollision(0, sy) then
mino.y = mino.y + sy - math.abs(y) / y
break
end
mino.didTspin = false
end
else
return false
@ -393,47 +448,49 @@ end
-- generates a random number, excluding those listed in the _psExclude table
local pseudoRandom = function(randomPieces)
if #randomPieces == 0 then
for i = 1, #minos do
randomPieces[i] = i
if game.config.scrubMode then
return 1
else
if #randomPieces == 0 then
for i = 1, #minos do
randomPieces[i] = i
end
end
local rand = math.random(1, #randomPieces)
local num = randomPieces[rand]
table.remove(randomPieces, rand)
return num
end
local rand = math.random(1, #randomPieces)
local num = randomPieces[rand]
table.remove(randomPieces, rand)
return num
end
-- initialize players
local initializePlayers = function()
game.p[1] = {
board = clearBoard({}, 2, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 13, 14, 4, 3, "f"),
queueBoard = clearBoard({}, 13, 2, 4, 14, "f"),
randomPieces = {}, -- list of all minos for pseudo-random selection
hold = 0, -- current piece being held
canHold = true, -- whether or not player can hold (can't hold twice in a row)
queue = {}, -- current queue of minos to use
lines = 0, -- amount of lines cleared, "points"
combo = 0, -- amount of consequative line clears
lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
level = 1, -- level determines speed of mino drop
fallSteps = 0.1, -- amount of spaces the mino will draw each drop
}
game.p[2] = {
board = clearBoard({}, 18, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 29, 14, 4, 3, "f"),
queueBoard = clearBoard({}, 29, 2, 4, 14, "f"),
randomPieces = {},
hold = 0,
canHold = true,
queue = {},
lines = 0,
combo = 0,
lastLinesClear = 0,
level = 1,
fallSteps = 0.1,
}
local initializePlayers = function(amountOfPlayers)
local newPlayer = function(xmod, ymod)
return {
xmod = xmod,
ymod = ymod,
keysDown = {},
board = clearBoard({}, 2 + xmod, 2 + ymod, 10, nil, "f"),
holdBoard = clearBoard({}, 13 + xmod, 14 + ymod, 4, 3, "f", 0),
queueBoard = clearBoard({}, 13 + xmod, 2 + ymod, 4, 14, "f", 0),
randomPieces = {}, -- list of all minos for pseudo-random selection
hold = 0, -- current piece being held
canHold = true, -- whether or not player can hold (can't hold twice in a row)
queue = {}, -- current queue of minos to use
garbage = 0, -- amount of garbage you'll get after the next drop
lines = 0, -- amount of lines cleared, "points"
combo = 0, -- amount of consequative line clears
drawCombo = false, -- draw the combo message
lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
level = 1, -- level determines speed of mino drop
fallSteps = 0.1, -- amount of spaces the mino will draw each drop
}
end
for i = 1, (amountOfPlayers or 1) do
game.p[i] = newPlayer((i - 1) * 16, 0)
end
-- generates the initial queue of minos per player
for p = 1, #game.p do
for i = 1, #minos do
@ -446,7 +503,7 @@ end
local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
local char, line
local tY = board.y + (by or 0)
for y = 1, board.ySize, 3 do
for y = (board.topCull or 0) + 1, board.ySize, 3 do
line = {("\143"):rep(board.xSize),"",""}
term.setCursorPos(board.x + (bx or 0), tY)
for x = 1, board.xSize do
@ -496,38 +553,48 @@ 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(tColors.white)
term.write((" "):rep(16))
term.setCursorPos(2, 18)
term.write("Lines: " .. player.lines)
term.setCursorPos(2, 19)
term.write((" "):rep(16))
if not player.drawCombo then
term.setCursorPos(2 + player.xmod, 18 + player.ymod)
term.setTextColor(tColors.white)
term.write((" "):rep(14))
term.setCursorPos(2 + player.xmod, 18 + player.ymod)
term.write("Lines: " .. player.lines)
term.write(" " .. player.garbage)
term.setCursorPos(2 + player.xmod, 19 + player.ymod)
term.write((" "):rep(14))
end
end
local drawLevel = function(player)
term.setCursorPos(13, 17)
term.setCursorPos(13 + player.xmod, 17 + player.ymod)
term.write("Lv" .. player.level .. " ")
end
-- draws the player's simultaneous line clear after clearing one or more lines
-- also tells the player's combo, which is nice
local drawComboMessage = function(player, lines)
term.setCursorPos(2, 18)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
local drawComboMessage = function(player, lines, didTspin)
local msgs = {
"SINGLE",
"DOUBLE",
"TRIPLE",
"TETRIS"
}
if not msgs[lines] then
return
end
term.setCursorPos(2, 18)
if lines == player.lastLinesCleared then
if lines == 3 then
term.write("OH BABY A ")
else
term.write("ANOTHER ")
term.setTextColor(tColors.white)
term.write((" "):rep(16))
term.setCursorPos(2, 18)
if didTspin then
term.write("T-SPIN ")
else
if lines == player.lastLinesCleared then
if lines == 3 then
term.write("OH BABY A ")
else
term.write("ANOTHER ")
end
end
end
term.write(msgs[lines])
@ -536,7 +603,13 @@ local drawComboMessage = function(player, lines)
term.setTextColor(tColors.white)
term.write((" "):rep(16))
term.setCursorPos(2, 19)
term.write(player.combo .. "x COMBO")
if lines == 4 and player.combo == 3 then
term.write("HOLY SHIT!")
elseif lines == 4 and player.combo > 3 then
term.write("ALRIGHT JACKASS")
else
term.write(player.combo .. "x COMBO")
end
end
end
@ -544,13 +617,17 @@ end
-- god damn it you've fucked up
local gameOver = function(player)
local mino
if player.lines > 5 then
mino = makeNewMino("gameover", player.board, 12, 3)
if player.lines == 0 then
mino = makeNewMino("eatmyass", player.board, 12, 3 + game.boardOverflow)
elseif player.lines <= 5 then
mino = makeNewMino("yousuck", player.board, 12, 3 + game.boardOverflow)
elseif player.lines == 69 or player.lines == 690 then
mino = makeNewMino("nice", player.board, 12, 3 + game.boardOverflow)
else
mino = makeNewMino("yousuck", player.board, 12, 3)
mino = makeNewMino("gameover", player.board, 12, 3 + game.boardOverflow)
end
local color = 0
for i = 1, 130 do
for i = 1, 140 do
if i % 2 == 0 then
mino.x = mino.x - 1
end
@ -565,17 +642,65 @@ local gameOver = function(player)
return
end
-- calculates the amount of garbage to send
local calculateGarbage = function(lines, combo, backToBack, didTspin)
local output = 0
local clearTbl = {}
if didTspin then
clearTbl = {
2,
4,
6,
8,
10,
12,
14,
}
else
clearTbl = {
0,
1,
2,
4,
6,
8,
10
}
end
return (clearTbl[lines] or 0) + backToBack + math.max(0, combo - 2)
end
-- actually give a player some garbage
local doleOutGarbage = function(player, amount)
local board = player.board
local gx = math.random(1, board.xSize)
local repeatProbability = 75 -- percent probability that garbage will leave the same hole open
for i = 1, amount do
table.remove(player.board, 1)
player.board[board.ySize] = {}
for x = 1, board.xSize do
if x ~= gx then
player.board[board.ySize][x] = {true, "8", 0, 0}
else
player.board[board.ySize][x] = {false, board.BGcolor, 0, 0}
end
end
if math.random(0, 100) > repeatProbability then
gx = math.random(1, board.xSize)
end
end
player.garbage = 0
end
-- initiates a game as a specific player (takes a number)
local startGame = function(playerNumber)
term.setBackgroundColor(tColors.gray)
term.clear()
initializePlayers()
local mino, ghostMino
local dropTimer, inputTimer, lockTimer, tickTimer
local dropTimer, inputTimer, lockTimer, tickTimer, comboTimer
local evt, board, player
local clearedLines = {}
local finished -- whether or not a mino is done being placed
local keysDown -- list of all pressed keys per for player playerNumber
local clearedLines = {} -- used when calculating cleared lines
player = game.p[playerNumber]
board = player.board
@ -593,11 +718,108 @@ local startGame = function(playerNumber)
local currentMinoType
local takeFromQueue = true
term.setCursorPos(13, 13)
local interpretInput = function()
finished = false
game.cancelTimer(inputTimer)
inputTimer = game.startTimer(game.inputDelay)
if keysDown[game.control.quit] == 1 then
finished = true
game.running = false
return
end
if game.paused then
if keysDown[game.control.pause] == 1 then
game.paused = false
end
else
if keysDown[game.control.pause] == 1 then
game.paused = true
end
if keysDown[game.control.moveLeft] == 1 or (keysDown[game.control.moveLeft] or 0) > 1 + game.moveHoldDelay then
if mino.move(-1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.moveRight] == 1 or (keysDown[game.control.moveRight] or 0) >= 1 + game.moveHoldDelay then
if mino.move(1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.moveDown] then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
if mino.move(0, 1) then
draw()
else
if mino.waitingForLock then
game.alterTimer(lockTimer, -0.1)
else
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = game.startTimer(math.max(0.2 / player.fallSteps, 0.5))
mino.waitingForLock = true
end
end
end
if keysDown[game.control.rotateLeft] == 1 then
if mino.rotate(-1) then
ghostMino.y = mino.y
ghostMino.rotate(-1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.rotateRight] == 1 then
if mino.rotate(1) then
ghostMino.y = mino.y
ghostMino.rotate(1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.hold] == 1 then
if player.canHold then
if player.hold == 0 then
takeFromQueue = true
else
takeFromQueue = false
end
player.hold, currentMinoType = currentMinoType, player.hold
player.canHold = false
makeNewMino(
player.hold,
player.holdBoard,
#minos[player.hold].shape[1] == 2 and 1 or 0,
0
).draw()
renderBoard(player.holdBoard, 0, 0, true)
finished = true
end
end
if keysDown[game.control.fastDrop] == 1 then
mino.move(0, board.ySize, true)
draw(true)
player.canHold = true
finished = true
end
end
for k,v in pairs(keysDown) do
keysDown[k] = v + 0.05
end
end
term.setCursorPos(13 + player.xmod, 13 + player.ymod)
term.write("HOLD")
renderBoard(player.holdBoard, 0, 0, true)
while true do
while game.running do
player.level = math.ceil((1 + player.lines) / 10)
player.fallSteps = 0.075 * (1.33 ^ player.level)
@ -612,14 +834,14 @@ local startGame = function(playerNumber)
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
0
game.boardOverflow
)
ghostMino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
0,
game.boardOverflow,
"c"
)
@ -669,126 +891,53 @@ local startGame = function(playerNumber)
tickTimer = os.startTimer(0.05)
-- drop a piece
while true do
while game.running do
evt = {os.pullEvent()}
keysDown = game.p[playerNumber].keysDown
-- tick down internal game timer system
if evt[1] == "timer" and evt[2] == tickTimer then
--local delKeys = {}
for k,v in pairs(game.timers) do
game.timers[k] = v - 0.05
if v <= 0 then
os.queueEvent("gameTimer", k)
game.timers[k] = nil
if evt[1] == "timer" then
if evt[2] == tickTimer then
--local delKeys = {}
for k,v in pairs(game.timers) do
game.timers[k] = v - 0.05
if v <= 0 then
os.queueEvent("gameTimer", k)
game.timers[k] = nil
end
end
tickTimer = os.startTimer(0.05)
elseif evt[2] == comboTimer then
player.drawCombo = false
drawScore(player)
end
tickTimer = os.startTimer(0.05)
end
if player.paused then
if evt[1] == "key" then
if evt[2] == game.control.pause then
if evt[1] == "gameTimer" then
if keysDown[game.control.pause] == 1 then
game.paused = false
end
end
else
if evt[1] == "key" then
if evt[2] == game.control.quit then
return
elseif evt[2] == game.control.pause then
game.paused = true
elseif evt[2] == game.control.rotateRight then
if mino.rotate(1) then
ghostMino.y = mino.y
ghostMino.rotate(1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
elseif evt[2] == game.control.rotateLeft then
if mino.rotate(-1) then
ghostMino.y = mino.y
ghostMino.rotate(-1)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if evt[3] == false then
if evt[2] == game.control.moveLeft then
mino.move(-1, 0)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
game.cancelTimer(inputTimer or 0)
inputTimer = game.startTimer(game.inputDelay)
elseif evt[2] == game.control.moveRight then
mino.move(1, 0)
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
game.cancelTimer(inputTimer or 0)
inputTimer = game.startTimer(game.inputDelay)
elseif evt[2] == game.control.fastDrop then
mino.move(0, board.ySize, true)
draw(true)
player.canHold = true
break
elseif evt[2] == game.control.hold then
if player.canHold then
if player.hold == 0 then
takeFromQueue = true
else
takeFromQueue = false
end
player.hold, currentMinoType = currentMinoType, player.hold
player.canHold = false
makeNewMino(
player.hold,
player.holdBoard,
#minos[player.hold].shape[1] == 2 and 1 or 0,
0
).draw()
renderBoard(player.holdBoard, 0, 0, true)
break
end
end
if evt[1] == "key" and evt[3] == false then
interpretInput()
if finished then
break
end
elseif evt[1] == "gameTimer" then
if evt[2] == inputTimer then
inputTimer = game.startTimer(game.inputDelay)
if not game.paused then
if keysDown[game.control.moveLeft] == 2 then
if mino.move(-1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.moveRight] == 2 then
if mino.move(1, 0) then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
end
if keysDown[game.control.moveDown] then
game.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
if mino.move(0, 1) then
draw()
else
if mino.waitingForLock then
game.alterTimer(lockTimer, -0.1)
else
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = game.startTimer(math.max(0.2 / player.fallSteps, 0.25))
mino.waitingForLock = true
end
end
end
interpretInput()
if finished then
break
end
elseif evt[2] == dropTimer then
dropTimer = game.startTimer(0)
if not game.paused then
@ -831,8 +980,30 @@ local startGame = function(playerNumber)
else
player.combo = player.combo + 1
player.lines = player.lines + #clearedLines
player.drawCombo = true
os.cancelTimer(comboTimer or 0)
comboTimer = os.startTimer(2)
if player.lastLinesCleared == #clearedLines and #clearedLines >= 3 then
player.backToBack = player.backToBack + 1
else
player.backToBack = 0
end
drawComboMessage(player, #clearedLines)
player.lastLinesCleared = #clearedLines
-- give the other fucktard(s) some garbage
player.garbage = player.garbage - calculateGarbage(#clearedLines, player.combo, player.backToBack, mino.didTspin) -- calculate T-spin later
if player.garbage < 0 then
for e, enemy in pairs(game.p) do
if e ~= playerNumber then
enemy.garbage = enemy.garbage - player.garbage
end
end
end
player.garbage = math.max(0, player.garbage)
for i = 1, 0, -0.12 do
term.setPaletteColor(4096, i,i,i)
for l = 1, #clearedLines do
@ -851,37 +1022,45 @@ local startGame = function(playerNumber)
end
board = clearBoard(board)
end
-- take some garbage for yourself
if player.garbage > 0 then
doleOutGarbage(player, player.garbage)
end
end
end
-- records all key input
local getInput = function()
local evt
local keyTimer = {}
local timerKey = {}
local keysDown
while true do
evt = {os.pullEvent()}
keysDown = game.p[game.you].keysDown
if evt[1] == "key" and evt[3] == false then
keysDown[evt[2]] = 1
timerKey[evt[2]] = os.startTimer(0.2)
keyTimer[timerKey[evt[2]]] = evt[2]
elseif evt[1] == "timer" then
if keysDown[keyTimer[evt[2]]] then
keysDown[keyTimer[evt[2]]] = 2
end
elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
os.cancelTimer(timerKey[evt[2]] or 0)
keyTimer[timerKey[evt[2]] or 0] = nil
timerKey[evt[2]] = nil
end
end
end
initializePlayers(game.amountOfPlayers or 1)
local main = function()
startGame(1)
local funcs = {}
for k,v in pairs(game.p) do
funcs[#funcs + 1] = function()
return startGame(k)
end
end
parallel.waitForAny(table.unpack(funcs))
end
term.setBackgroundColor(tColors.gray)
term.clear()
parallel.waitForAny(main, getInput)
-- reset palette to back from whence it came