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https://github.com/LDDestroier/CC/
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Update ldris2.lua
I will probably abandon this code and remake it later. The code is hard to look at.
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ldris2.lua
50
ldris2.lua
@ -34,33 +34,45 @@ To-do:
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+ Cheese race mode
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+ Change color palletes so that the ghost piece isn't the color of dirt
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+ Add in-game menu for changing controls (some people can actually tolerate guideline)
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--]]
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]]
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_WRITE_TO_DEBUG_MONITOR = true
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local scr_x, scr_y = term.getSize()
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-- client config can be changed however you please
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local clientConfig = {
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controls = {
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rotate_left = keys.z, -- by left, I mean counter-clockwise
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rotate_right = keys.x, -- by right, I mean clockwise
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rotate_ccw = keys.z, -- by left, I mean counter-clockwise
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rotate_cw = keys.x, -- by right, I mean clockwise
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move_left = keys.left,
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move_right = keys.right,
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soft_drop = keys.down,
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hard_drop = keys.up,
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sonic_drop = keys.space,
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sonic_drop = keys.space, -- drop mino to bottom, but don't lock
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hold = keys.leftShift,
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pause = keys.p,
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restart = keys.r,
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open_chat = keys.t,
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quit = keys.q,
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},
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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)
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move_repeat_interval = 0.05, -- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
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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
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queue_length = 5, -- amount of pieces visible in the queue (limited by size of UI)
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-- (SDF) the factor in which soft dropping effects the gravity
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soft_drop_multiplier = 4.0,
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-- (DAS) amount of time you must be holding the movement keys for it to start repeatedly moving (seconds)
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move_repeat_delay = 0.25,
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-- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
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move_repeat_interval = 0.05,
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-- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
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appearance_delay = 0,
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-- (Lock Delay) amount of seconds it will take for a resting mino to lock into placed
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lock_delay = 0.5,
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-- amount of pieces visible in the queue (limited by size of UI)
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queue_length = 5,
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}
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-- ideally, only clients with IDENTICAL game configs should face one another
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@ -72,7 +84,7 @@ local gameConfig = {
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-- "singlebag" = normal tetris guideline random
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-- "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_width = 10, -- width of play area
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board_height = 40, -- height of play area
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board_height_visible = 20, -- height of play area that will render on screen (anchored to bottom)
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spin_mode = 1, -- 1 = allows T-spins
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@ -84,12 +96,12 @@ local gameConfig = {
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-- used as a method of preventing stalling -- set it to math.huge for infinite
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}
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_WRITE_TO_DEBUG_MONITOR = true
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local cospc_debuglog = function(header, text)
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if _WRITE_TO_DEBUG_MONITOR then
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if ccemux then
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ccemux.attach("right", "monitor")
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if not peripheral.find("monitor") then
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ccemux.attach("right", "monitor")
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end
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local t = term.redirect(peripheral.wrap("right"))
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if text == 0 then
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term.clear()
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@ -864,6 +876,8 @@ local StartGame = function(player_number, native_control, board_xmod, board_ymod
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random_bag = {},
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gameTickCount = 0,
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controlTickCount = 0,
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animFrame = 0,
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state = "halt",
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controlsDown = {}, --
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incomingGarbage = 0, -- amount of garbage that will be added to board after non-line-clearing mino placement
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combo = 0, -- amount of successive line clears
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@ -1259,7 +1273,7 @@ local StartGame = function(player_number, native_control, board_xmod, board_ymod
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didSlowAction = true
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end
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end
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if checkControl("rotate_left", false) then
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if checkControl("rotate_ccw", false) then
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mino.Rotate(-1, true)
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if mino.spinID <= gameConfig.spin_mode then
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if (
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@ -1272,9 +1286,9 @@ local StartGame = function(player_number, native_control, board_xmod, board_ymod
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gameState.spinLevel = 0
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end
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end
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gameState.antiControlRepeat["rotate_left"] = true
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gameState.antiControlRepeat["rotate_ccw"] = true
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end
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if checkControl("rotate_right", false) then
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if checkControl("rotate_cw", false) then
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mino.Rotate(1, true)
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if mino.spinID <= gameConfig.spin_mode then
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if (
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@ -1287,7 +1301,7 @@ local StartGame = function(player_number, native_control, board_xmod, board_ymod
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gameState.spinLevel = 0
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end
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end
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gameState.antiControlRepeat["rotate_right"] = true
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gameState.antiControlRepeat["rotate_cw"] = true
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end
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end
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if checkControl("pause", false) then
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