mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-08 19:09:58 +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:
parent
19482e0094
commit
3b27814f13
563
ldris.lua
563
ldris.lua
@ -18,12 +18,20 @@
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-- + Add random color pulsation (for effect!)
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local scr_x, scr_y = term.getSize()
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local keysDown = {}
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local game = {
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p = {}, -- stores player information
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paused = false, -- whether or not game is paused
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canPause = true, -- if false, cannot pause game (such as in online multiplayer)
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inputDelay = 0.05, -- amount of time between each input
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p = {}, -- stores player information
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you = 1, -- current player slot
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amountOfPlayers = 2, -- amount of players for the current game
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running = true, -- if set to false, will quit the game
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moveHoldDelay = 0.2, -- amount of time to hold left or right for it to keep moving that way
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boardOverflow = 12, -- amount of space above the board that it can overflow
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paused = false, -- whether or not game is paused
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canPause = true, -- if false, cannot pause game (such as in online multiplayer)
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inputDelay = 0, -- amount of time between each input
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config = {
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TGMlock = true, -- replicate the piece locking from Tetris: The Grand Master
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scrubMode = false, -- gives you nothing but I-pieces
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},
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control = {
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moveLeft = keys.left,
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moveRight = keys.right,
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@ -78,12 +86,13 @@ term.setPaletteColor(tColors.white, 0xf0f0f0)
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-- initializes and fixes up a board
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-- boards are 2D objects that can display perfectly square graphics
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local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor)
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local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor, topCull)
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board = board or {}
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board.x = board.x or xpos or 1
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board.y = board.y or ypos or 1
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board.xSize = board.xSize or newXsize or 10
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board.ySize = board.ySize or newYsize or 24
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board.ySize = board.ySize or newYsize or 24 + game.boardOverflow
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board.topCull = board.topCull or topCull or game.boardOverflow
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board.BGcolor = board.BGcolor or newBGcolor or "f"
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for y = 1, board.ySize do
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board[y] = board[y] or {}
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@ -106,6 +115,7 @@ end
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local minos = {
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[1] = { -- I-piece
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canRotate = true,
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canTspin = false,
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shape = {
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" ",
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"3333",
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@ -115,6 +125,7 @@ local minos = {
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},
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[2] = { -- L-piece
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canRotate = true,
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canTspin = false,
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shape = {
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" 1",
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"111",
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@ -123,6 +134,7 @@ local minos = {
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},
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[3] = { -- J-piece
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canRotate = true,
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canTspin = false,
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shape = {
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"b ",
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"bbb",
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@ -131,6 +143,7 @@ local minos = {
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},
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[4] = { -- O-piece
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canRotate = true,
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canTspin = false,
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shape = {
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"44",
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"44",
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@ -138,6 +151,7 @@ local minos = {
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},
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[5] = { -- T-piece
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canRotate = true,
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canTspin = true,
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shape = {
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" a ",
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"aaa",
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@ -146,6 +160,7 @@ local minos = {
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},
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[6] = { -- Z-piece
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canRotate = true,
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canTspin = false,
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shape = {
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"ee ",
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" ee",
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@ -154,6 +169,7 @@ local minos = {
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},
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[7] = { -- S-piece
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canRotate = true,
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canTspin = false,
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shape = {
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" 55",
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"55 ",
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@ -185,9 +201,41 @@ local minos = {
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" c c c c c c c c c c c c c",
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" c ccc ccc ccc ccc ccc c c",
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}
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},
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["eatmyass"] = {
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canRotate = false,
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shape = {
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"ccccc ccc ccccc c c c c ccc ccc ccc ",
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"c c c c cc cc c c c c c c c c",
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"c c c c c c c c c c c c c c ",
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"cccc ccccc c c c c c ccccc ccc ccc ",
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"c c c c c c c c c c c",
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"c c c c c c c c c c c",
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"c c c c c c c c c c c c c",
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"ccccc c c c c c c c c ccc ccc ",
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}
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},
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["nice"] = { -- nice
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canRotate = false,
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shape = {
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" c ",
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" ",
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"c ccc c cccc cccc ",
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"c c c c c c c c ",
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"cc c c c c c ",
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"c c c c cccccc ",
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"c c c c c ",
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"c c c c c ",
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"c c c c c c c ",
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"c c c cccc cccc c",
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}
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}
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}
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local images = {
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-- to do...add images...
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}
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-- converts blit colors to colors api, and back
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local to_colors, to_blit = {
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[' '] = 0,
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@ -261,6 +309,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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mino.x = x
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mino.y = y
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mino.didTspin = false -- if the player has done a T-spin with this piece
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mino.lockBreaks = 16 -- anti-infinite measure
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mino.waitingForLock = false
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mino.board = board
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@ -306,6 +355,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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if not mino.checkCollision(-direction, 2) then
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mino.y = mino.y + 2
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mino.x = mino.x - direction
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mino.didTspin = true
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return true
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end
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-- kick off floor
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@ -325,6 +375,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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if not mino.checkCollision(x, 1) then
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mino.x = mino.x + x
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mino.y = mino.y + 1
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mino.didTspin = true
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return true
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end
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end
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@ -338,6 +389,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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if not mino.checkCollision(x, 1) then
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mino.x = mino.x + x
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mino.y = mino.y + 1
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mino.didTspin = true
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return true
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end
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end
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@ -369,6 +421,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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if not mino.checkCollision(x, y) then
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mino.x = mino.x + x
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mino.y = mino.y + y
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mino.didTspin = false
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return true
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elseif doSlam then
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for sx = 0, x, math.abs(x) / x do
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@ -376,12 +429,14 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
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mino.x = mino.x + sx - math.abs(x) / x
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break
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end
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mino.didTspin = false
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end
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for sy = 0, y, math.abs(y) / y do
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for sy = 0, math.ceil(y), math.abs(y) / y do
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if mino.checkCollision(0, sy) then
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mino.y = mino.y + sy - math.abs(y) / y
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break
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end
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mino.didTspin = false
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end
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else
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return false
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@ -393,47 +448,49 @@ end
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-- generates a random number, excluding those listed in the _psExclude table
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local pseudoRandom = function(randomPieces)
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if #randomPieces == 0 then
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for i = 1, #minos do
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randomPieces[i] = i
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if game.config.scrubMode then
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return 1
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else
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if #randomPieces == 0 then
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for i = 1, #minos do
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randomPieces[i] = i
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end
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end
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local rand = math.random(1, #randomPieces)
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local num = randomPieces[rand]
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table.remove(randomPieces, rand)
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return num
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end
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local rand = math.random(1, #randomPieces)
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local num = randomPieces[rand]
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table.remove(randomPieces, rand)
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return num
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end
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-- initialize players
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local initializePlayers = function()
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game.p[1] = {
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board = clearBoard({}, 2, 2, 10, 24, "f"),
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holdBoard = clearBoard({}, 13, 14, 4, 3, "f"),
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queueBoard = clearBoard({}, 13, 2, 4, 14, "f"),
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randomPieces = {}, -- list of all minos for pseudo-random selection
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hold = 0, -- current piece being held
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canHold = true, -- whether or not player can hold (can't hold twice in a row)
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queue = {}, -- current queue of minos to use
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lines = 0, -- amount of lines cleared, "points"
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combo = 0, -- amount of consequative line clears
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lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
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level = 1, -- level determines speed of mino drop
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fallSteps = 0.1, -- amount of spaces the mino will draw each drop
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}
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game.p[2] = {
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board = clearBoard({}, 18, 2, 10, 24, "f"),
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holdBoard = clearBoard({}, 29, 14, 4, 3, "f"),
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queueBoard = clearBoard({}, 29, 2, 4, 14, "f"),
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randomPieces = {},
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hold = 0,
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canHold = true,
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queue = {},
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lines = 0,
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combo = 0,
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lastLinesClear = 0,
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level = 1,
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fallSteps = 0.1,
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}
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local initializePlayers = function(amountOfPlayers)
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local newPlayer = function(xmod, ymod)
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return {
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xmod = xmod,
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ymod = ymod,
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keysDown = {},
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board = clearBoard({}, 2 + xmod, 2 + ymod, 10, nil, "f"),
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holdBoard = clearBoard({}, 13 + xmod, 14 + ymod, 4, 3, "f", 0),
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queueBoard = clearBoard({}, 13 + xmod, 2 + ymod, 4, 14, "f", 0),
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randomPieces = {}, -- list of all minos for pseudo-random selection
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hold = 0, -- current piece being held
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canHold = true, -- whether or not player can hold (can't hold twice in a row)
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queue = {}, -- current queue of minos to use
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garbage = 0, -- amount of garbage you'll get after the next drop
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lines = 0, -- amount of lines cleared, "points"
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combo = 0, -- amount of consequative line clears
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drawCombo = false, -- draw the combo message
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lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
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level = 1, -- level determines speed of mino drop
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fallSteps = 0.1, -- amount of spaces the mino will draw each drop
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}
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end
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for i = 1, (amountOfPlayers or 1) do
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game.p[i] = newPlayer((i - 1) * 16, 0)
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end
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-- generates the initial queue of minos per player
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for p = 1, #game.p do
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for i = 1, #minos do
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@ -446,7 +503,7 @@ end
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local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
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local char, line
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local tY = board.y + (by or 0)
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for y = 1, board.ySize, 3 do
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for y = (board.topCull or 0) + 1, board.ySize, 3 do
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line = {("\143"):rep(board.xSize),"",""}
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term.setCursorPos(board.x + (bx or 0), tY)
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for x = 1, board.xSize do
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@ -496,38 +553,48 @@ end
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-- draws the score of a player, and clears the space where the combo text is drawn
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local drawScore = function(player)
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term.setCursorPos(2, 18)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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term.setCursorPos(2, 18)
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term.write("Lines: " .. player.lines)
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term.setCursorPos(2, 19)
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term.write((" "):rep(16))
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if not player.drawCombo then
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term.setCursorPos(2 + player.xmod, 18 + player.ymod)
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term.setTextColor(tColors.white)
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term.write((" "):rep(14))
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term.setCursorPos(2 + player.xmod, 18 + player.ymod)
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term.write("Lines: " .. player.lines)
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term.write(" " .. player.garbage)
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term.setCursorPos(2 + player.xmod, 19 + player.ymod)
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term.write((" "):rep(14))
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end
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end
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local drawLevel = function(player)
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term.setCursorPos(13, 17)
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term.setCursorPos(13 + player.xmod, 17 + player.ymod)
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term.write("Lv" .. player.level .. " ")
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end
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-- draws the player's simultaneous line clear after clearing one or more lines
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-- also tells the player's combo, which is nice
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local drawComboMessage = function(player, lines)
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term.setCursorPos(2, 18)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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local drawComboMessage = function(player, lines, didTspin)
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local msgs = {
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"SINGLE",
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"DOUBLE",
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"TRIPLE",
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"TETRIS"
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}
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if not msgs[lines] then
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return
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end
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term.setCursorPos(2, 18)
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if lines == player.lastLinesCleared then
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if lines == 3 then
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term.write("OH BABY A ")
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else
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term.write("ANOTHER ")
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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term.setCursorPos(2, 18)
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if didTspin then
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term.write("T-SPIN ")
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else
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if lines == player.lastLinesCleared then
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if lines == 3 then
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term.write("OH BABY A ")
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else
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term.write("ANOTHER ")
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end
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end
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end
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term.write(msgs[lines])
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@ -536,7 +603,13 @@ local drawComboMessage = function(player, lines)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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term.setCursorPos(2, 19)
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term.write(player.combo .. "x COMBO")
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if lines == 4 and player.combo == 3 then
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term.write("HOLY SHIT!")
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elseif lines == 4 and player.combo > 3 then
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term.write("ALRIGHT JACKASS")
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else
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term.write(player.combo .. "x COMBO")
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end
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end
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end
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@ -544,13 +617,17 @@ end
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-- god damn it you've fucked up
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local gameOver = function(player)
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local mino
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if player.lines > 5 then
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mino = makeNewMino("gameover", player.board, 12, 3)
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if player.lines == 0 then
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mino = makeNewMino("eatmyass", player.board, 12, 3 + game.boardOverflow)
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elseif player.lines <= 5 then
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mino = makeNewMino("yousuck", player.board, 12, 3 + game.boardOverflow)
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elseif player.lines == 69 or player.lines == 690 then
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mino = makeNewMino("nice", player.board, 12, 3 + game.boardOverflow)
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else
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mino = makeNewMino("yousuck", player.board, 12, 3)
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mino = makeNewMino("gameover", player.board, 12, 3 + game.boardOverflow)
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end
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local color = 0
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for i = 1, 130 do
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for i = 1, 140 do
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if i % 2 == 0 then
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mino.x = mino.x - 1
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end
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@ -565,17 +642,65 @@ local gameOver = function(player)
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return
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end
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-- calculates the amount of garbage to send
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local calculateGarbage = function(lines, combo, backToBack, didTspin)
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local output = 0
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local clearTbl = {}
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if didTspin then
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clearTbl = {
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2,
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4,
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6,
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8,
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10,
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12,
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14,
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}
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else
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clearTbl = {
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0,
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1,
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2,
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4,
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6,
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8,
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10
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}
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end
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return (clearTbl[lines] or 0) + backToBack + math.max(0, combo - 2)
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end
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-- actually give a player some garbage
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local doleOutGarbage = function(player, amount)
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local board = player.board
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local gx = math.random(1, board.xSize)
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local repeatProbability = 75 -- percent probability that garbage will leave the same hole open
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for i = 1, amount do
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table.remove(player.board, 1)
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player.board[board.ySize] = {}
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for x = 1, board.xSize do
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if x ~= gx then
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player.board[board.ySize][x] = {true, "8", 0, 0}
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else
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player.board[board.ySize][x] = {false, board.BGcolor, 0, 0}
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end
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end
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if math.random(0, 100) > repeatProbability then
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gx = math.random(1, board.xSize)
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end
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end
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player.garbage = 0
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end
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-- initiates a game as a specific player (takes a number)
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local startGame = function(playerNumber)
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term.setBackgroundColor(tColors.gray)
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term.clear()
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|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user