mirror of
https://github.com/LDDestroier/CC/
synced 2025-04-07 19:16:39 +00:00
Working on it
This commit is contained in:
parent
dd3b9864cb
commit
9a7b094003
461
ldris2.lua
461
ldris2.lua
@ -72,7 +72,7 @@ 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 = 10, -- width of play area
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board_width = 11, -- 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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@ -84,6 +84,27 @@ 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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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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term.setCursorPos(1, 1)
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else
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term.setTextColor(colors.yellow)
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term.write(header or "SYS")
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term.setTextColor(colors.white)
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print(": " .. text)
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end
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term.redirect(t)
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end
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end
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end
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local switch = function(check)
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return function(cases)
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if type(cases[check]) == "function" then
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@ -100,7 +121,7 @@ end
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-- current state of the game; can be used to perfectly recreate the current scene of a game
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-- that includes board and mino objects, bitch
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gameState = {}
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-- gameState = {}
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--[[
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(later, I'll probably store mino data in a separate file)
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@ -313,6 +334,7 @@ local makeNewBoard = function(x, y, width, height, blankColor)
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board.transparentColor = "f" -- color if the board tries to render where there is no board
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board.garbageColor = "8"
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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
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board.contents[y] = stringrep(board.blankColor, width)
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@ -365,52 +387,104 @@ local makeNewBoard = function(x, y, width, height, blankColor)
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local colorLine1, colorLine2, colorLine3
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local minoColor1, minoColor2, minoColor3
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local minos = {...}
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local mino
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local mino, tY
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local tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
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if board.alignFromBottom then
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for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
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colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y - 0, true) then
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minoColor1 = mino.color
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end
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if mino.CheckSolid(x, y - 1, true) then
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minoColor2 = mino.color
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end
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if mino.CheckSolid(x, y - 2, true) then
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minoColor3 = mino.color
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for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
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colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y - 0, true) then
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minoColor1 = mino.color
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end
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if mino.CheckSolid(x, y - 1, true) then
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minoColor2 = mino.color
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end
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if mino.CheckSolid(x, y - 2, true) then
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minoColor3 = mino.color
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end
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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))
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colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
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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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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
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colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
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colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
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if (y - 0) <= (board.height - board.visibleHeight) then
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colorLine1 = transparentLine
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end
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if (y - 1) <= (board.height - board.visibleHeight) then
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colorLine2 = transparentLine
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end
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if (y - 2) <= (board.height - board.visibleHeight) then
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colorLine3 = transparentLine
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end
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine1, colorLine2, colorLine1)
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tY = tY - 1
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine2, colorLine3, colorLine2)
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tY = tY - 1
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end
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else
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if (y - 0) <= (board.height - board.visibleHeight) then
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colorLine1 = transparentLine
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end
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if (y - 1) <= (board.height - board.visibleHeight) then
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colorLine2 = transparentLine
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end
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if (y - 2) <= (board.height - board.visibleHeight) then
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colorLine3 = transparentLine
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end
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tY = board.y
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine1, colorLine2, colorLine1)
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tY = tY - 1
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine2, colorLine3, colorLine2)
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tY = tY - 1
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for y = 1 + (board.height - board.visibleHeight), board.height, 3 do
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colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y + 0, true) then
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minoColor1 = mino.color
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end
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if mino.CheckSolid(x, y + 1, true) then
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minoColor2 = mino.color
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end
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if mino.CheckSolid(x, y + 2, true) then
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minoColor3 = mino.color
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end
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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))
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colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y + 1] and board.contents[y + 1]:sub(x, x)) or board.blankColor))
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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 or (y + 0) <= (board.height - board.visibleHeight) then
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colorLine1 = transparentLine
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end
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if (y + 1) > board.height or (y + 1) <= (board.height - board.visibleHeight) then
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colorLine2 = transparentLine
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end
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if (y + 2) > board.height or (y + 2) <= (board.height - board.visibleHeight) then
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colorLine3 = transparentLine
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end
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine2, colorLine1, colorLine2)
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tY = tY + 1
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine1, colorLine2, colorLine3)
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tY = tY + 1
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end
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end
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end
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@ -657,13 +731,15 @@ local makeNewMino = function(minoTable, minoID, board, xPos, yPos, oldeMino)
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end
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if expendLockMove then
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mino.movesLeft = mino.movesLeft - 1
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if mino.movesLeft <= 0 then
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if mino.CheckCollision(0, 1) then
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mino.finished = 1
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if didMoveX or didMoveY then
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mino.movesLeft = mino.movesLeft - 1
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if mino.movesLeft <= 0 then
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if mino.CheckCollision(0, 1) then
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mino.finished = 1
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end
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else
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mino.lockTimer = clientConfig.lock_delay
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end
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else
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mino.lockTimer = clientConfig.lock_delay
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end
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end
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else
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@ -692,43 +768,43 @@ end
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_G.makeNewMino = makeNewMino
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local random_bag = {}
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local pseudoRandom = function()
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local pseudoRandom = function(gameState)
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return switch(gameConfig.randomBag) {
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["random"] = function()
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return math.random(1, #gameConfig.minos)
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end,
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["singlebag"] = function()
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if #random_bag == 0 then
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if #gameState.random_bag == 0 then
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-- repopulate random bag
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for i = 1, #gameConfig.minos do
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if math.random(0, 1) == 0 then
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random_bag[#random_bag + 1] = i
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gameState.random_bag[#gameState.random_bag + 1] = i
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else
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table.insert(random_bag, 1, i)
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table.insert(gameState.random_bag, 1, i)
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end
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end
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end
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local pick = math.random(1, #random_bag)
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local output = random_bag[pick]
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table.remove(random_bag, pick)
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local pick = math.random(1, #gameState.random_bag)
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local output = gameState.random_bag[pick]
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table.remove(gameState.random_bag, pick)
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return output
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end,
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["doublebag"] = function()
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if #random_bag == 0 then
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if #gameState.random_bag == 0 then
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for r = 1, 2 do
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-- repopulate random bag
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for i = 1, #gameConfig.minos do
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if math.random(0, 1) == 0 then
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random_bag[#random_bag + 1] = i
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gameState.random_bag[#gameState.random_bag + 1] = i
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else
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table.insert(random_bag, 1, i)
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table.insert(gameState.random_bag, 1, i)
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end
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end
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end
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end
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local pick = math.random(1, #random_bag)
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local output = random_bag[pick]
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table.remove(random_bag, pick)
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local pick = math.random(1, #gameState.random_bag)
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local output = gameState.random_bag[pick]
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table.remove(gameState.random_bag, pick)
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return output
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end
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}
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@ -768,10 +844,13 @@ local handleLineClears = function(gameState)
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end
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StartGame = function()
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gameState = {
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local StartGame = function(player_number, native_control, board_xmod, board_ymod)
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board_xmod = board_xmod or 0
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board_ymod = board_ymod or 0
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local gameState = {
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gravity = gameConfig.startingGravity,
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board = makeNewBoard(2, 2, gameConfig.board_width, gameConfig.board_height),
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pNum = player_number,
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targetPlayer = 0,
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score = 0,
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antiControlRepeat = {},
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topOut = false,
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@ -782,24 +861,63 @@ StartGame = function()
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queue = {},
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queueMinos = {},
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linesCleared = 0,
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random_bag = {},
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gameTickCount = 0,
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controlTickCount = 0,
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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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backToBack = 0, -- amount of tetris/t-spins comboed
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spinLevel = 0, -- 0 = no special spin
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-- 1 = mini spin
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-- 2 = Z/S/J/L spin
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-- 3 = T spin
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}
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gameState.holdBoard = makeNewBoard(
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gameState.board.x + gameState.board.width + 1,
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gameState.board.y + gameState.board.visibleHeight * (1/3),
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4, 4
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-- create boards
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-- main gameplay board
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gameState.board = makeNewBoard(
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7 + board_xmod,
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1 + board_ymod,
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gameConfig.board_width, gameConfig.board_height
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)
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gameState.holdBoard.visibleHeight = 4
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-- queue of upcoming minos
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gameState.queueBoard = makeNewBoard(
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gameState.board.x + gameState.board.width + 1,
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gameState.board.y,
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4,
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gameState.board.height - gameState.holdBoard.height - 8
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28
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--gameState.board.height - 12
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)
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-- fill the queue
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-- display of currently held mino
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gameState.holdBoard = makeNewBoard(
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--gameState.board.x + gameState.board.width + 1,
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2 + board_xmod,
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--gameState.board.y + gameState.board.visibleHeight * (1/3),
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1 + board_ymod,
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gameState.queueBoard.width,
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4
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)
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gameState.holdBoard.visibleHeight = 4
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-- indicator of incoming garbage
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gameState.garbageBoard = makeNewBoard(
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gameState.board.x - 1,
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gameState.board.y,
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1,
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gameState.board.visibleHeight,
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"f"
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)
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gameState.garbageBoard.visibleHeight = gameState.garbageBoard.height
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-- populate the queue
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for i = 1, clientConfig.queue_length + 1 do
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gameState.queue[i] = pseudoRandom(gameState)
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end
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for i = 1, clientConfig.queue_length do
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gameState.queue[i] = pseudoRandom()
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gameState.queueMinos[i] = makeNewMino(nil,
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gameState.queue[i],
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gameState.queue[i + 1],
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gameState.queueBoard,
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1,
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i * 3 + 12
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@ -808,7 +926,7 @@ StartGame = function()
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gameState.queue.cyclePiece = function()
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local output = gameState.queue[1]
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table.remove(gameState.queue, 1)
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gameState.queue[#gameState.queue + 1] = pseudoRandom()
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gameState.queue[#gameState.queue + 1] = pseudoRandom(gameState)
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return output
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end
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gameState.mino = {}
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@ -835,11 +953,55 @@ StartGame = function()
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)
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end
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local calculateGarbage = function(gameState, linesCleared)
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local output = 0
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local lncleartbl = {
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[0] = 0,
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[1] = 0,
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[2] = 1,
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[3] = 2,
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[4] = 4,
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[5] = 5,
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[6] = 6,
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[7] = 7,
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[8] = 8
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}
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if (gameState.spinLevel == 3) or (gameState.spinLevel == 2 and gameConfig.spin_mode >= 2) then
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output = output + linesCleared * 2
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else
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output = output + (lncleartbl[linesCleared] or 0)
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end
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-- add combo bonus
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output = output + math.max(0, math.floor(-1 + gameState.combo / 2))
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return output
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end
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local sendGameEvent = function(eventName, ...)
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if native_control then
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os.queueEvent(eventName, ...)
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end
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end
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gameState.mino = makeDefaultMino(gameState)
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local mino, board = gameState.mino, gameState.board
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local holdBoard, queueBoard = gameState.holdBoard, gameState.queueBoard
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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 = {}
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for i = 1, garbageBoard.height do
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garbageMinoShape[#garbageMinoShape + 1] = "@"
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end
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local garbageMino = makeNewMino({
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[1] = {
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shape = garbageMinoShape,
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color = "e"
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}
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}, 1, garbageBoard, 1, garbageBoard.height + 1)
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local keysDown = {}
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local tickDelay = 0.05
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@ -849,6 +1011,7 @@ StartGame = function()
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if drawOtherBoards then
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holdBoard.Render()
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queueBoard.Render(table.unpack(gameState.queueMinos))
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garbageBoard.Render(garbageMino)
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end
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end
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@ -959,7 +1122,7 @@ StartGame = function()
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-- attempt to move mino at most 2 spaces upwards before considering it fully topped out
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gameState.topOut = true
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for i = 0, 2 do
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if mino.CheckCollision(0, -1) then
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if mino.CheckCollision(0, 1) then
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mino.y = mino.y - 1
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else
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gameState.topOut = false
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@ -967,40 +1130,84 @@ StartGame = function()
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end
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end
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handleLineClears(gameState)
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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
|
||||
end
|
||||
|
||||
-- debug info
|
||||
if native_control then
|
||||
term.setCursorPos(2, scr_y - 2)
|
||||
term.write("Lines: " .. gameState.linesCleared .. " ")
|
||||
|
||||
term.setCursorPos(2, scr_y - 2)
|
||||
term.write("Lines: " .. gameState.linesCleared .. " ")
|
||||
term.setCursorPos(2, scr_y - 1)
|
||||
term.write("M=" .. mino.movesLeft .. ", TTL=" .. tostring(mino.lockTimer):sub(1, 4) .. " ")
|
||||
|
||||
term.setCursorPos(2, scr_y - 1)
|
||||
term.write("M=" .. mino.movesLeft .. ", TTL=" .. tostring(mino.lockTimer):sub(1, 4) .. " ")
|
||||
|
||||
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) .. ") ")
|
||||
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
|
||||
|
||||
end
|
||||
|
||||
local checkControl = function(controlName, repeatTime, repeatDelay)
|
||||
repeatDelay = repeatDelay or 1
|
||||
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
|
||||
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
|
||||
)
|
||||
)
|
||||
)
|
||||
else
|
||||
return keysDown[clientConfig.controls[controlName]] == 1
|
||||
else
|
||||
return keysDown[clientConfig.controls[controlName]] == 1
|
||||
end
|
||||
end
|
||||
else
|
||||
return false
|
||||
end
|
||||
else
|
||||
return false
|
||||
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
|
||||
end
|
||||
end
|
||||
|
||||
@ -1010,14 +1217,18 @@ StartGame = function()
|
||||
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
|
||||
mino.Move(-1, 0, true, true)
|
||||
didSlowAction = true
|
||||
gameState.antiControlRepeat["move_left"] = true
|
||||
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
|
||||
mino.Move(1, 0, true, true)
|
||||
didSlowAction = true
|
||||
gameState.antiControlRepeat["move_right"] = true
|
||||
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)
|
||||
@ -1036,9 +1247,11 @@ StartGame = function()
|
||||
gameState.antiControlRepeat["sonic_drop"] = true
|
||||
end
|
||||
if checkControl("hold", false) then
|
||||
mino.finished = 2
|
||||
gameState.antiControlRepeat["hold"] = true
|
||||
didSlowAction = true
|
||||
if not mino.finished then
|
||||
mino.finished = 2
|
||||
gameState.antiControlRepeat["hold"] = true
|
||||
didSlowAction = true
|
||||
end
|
||||
end
|
||||
if checkControl("quit", false) then
|
||||
gameState.topOut = true
|
||||
@ -1048,10 +1261,32 @@ StartGame = function()
|
||||
end
|
||||
if checkControl("rotate_left", false) then
|
||||
mino.Rotate(-1, true)
|
||||
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
|
||||
end
|
||||
if checkControl("rotate_right", false) then
|
||||
mino.Rotate(1, true)
|
||||
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
|
||||
end
|
||||
end
|
||||
@ -1075,6 +1310,8 @@ StartGame = function()
|
||||
ghostMino.y = mino.y
|
||||
ghostMino.Move(0, board.height, true)
|
||||
|
||||
garbageMino.y = 1 + garbageBoard.height - gameState.incomingGarbage
|
||||
|
||||
-- render board
|
||||
render(true)
|
||||
|
||||
@ -1083,6 +1320,7 @@ StartGame = function()
|
||||
if evt[1] == "key" and not evt[3] then
|
||||
keysDown[evt[2]] = 1
|
||||
didControlTick = controlTick(gameState, false)
|
||||
gameState.controlTickCount = gameState.controlTickCount + 1
|
||||
elseif evt[1] == "key_up" then
|
||||
keysDown[evt[2]] = nil
|
||||
end
|
||||
@ -1094,8 +1332,10 @@ StartGame = function()
|
||||
keysDown[k] = 1 + v
|
||||
end
|
||||
controlTick(gameState, didControlTick)
|
||||
gameState.controlTickCount = gameState.controlTickCount + 1
|
||||
if not gameState.paused then
|
||||
tick(gameState)
|
||||
gameState.gameTickCount = gameState.gameTickCount + 1
|
||||
end
|
||||
didControlTick = false
|
||||
gameState.antiControlRepeat = {}
|
||||
@ -1212,13 +1452,30 @@ local TitleScreen = function()
|
||||
|
||||
end
|
||||
--animation()
|
||||
StartGame()
|
||||
--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
|
||||
|
||||
term.clear()
|
||||
|
||||
cospc_debuglog(nil, 0)
|
||||
|
||||
cospc_debuglog(nil, "Opened LDRIS2.")
|
||||
|
||||
TitleScreen()
|
||||
|
||||
cospc_debuglog(nil, "Closed LDRIS2.")
|
||||
|
||||
term.setCursorPos(1, scr_y - 1)
|
||||
term.clearLine()
|
||||
print("Thank you for playing!")
|
||||
|
Loading…
x
Reference in New Issue
Block a user