Working on it

This commit is contained in:
LDDestroier 2021-03-15 16:54:47 -04:00 committed by GitHub
parent dd3b9864cb
commit 9a7b094003
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 359 additions and 102 deletions

View File

@ -72,7 +72,7 @@ local gameConfig = {
-- "singlebag" = normal tetris guideline random
-- "doublebag" = doubled bag size
-- "random" = using math.random
board_width = 10, -- width of play area
board_width = 11, -- width of play area
board_height = 40, -- height of play area
board_height_visible = 20, -- height of play area that will render on screen (anchored to bottom)
spin_mode = 1, -- 1 = allows T-spins
@ -84,6 +84,27 @@ local gameConfig = {
-- used as a method of preventing stalling -- set it to math.huge for infinite
}
_WRITE_TO_DEBUG_MONITOR = true
local cospc_debuglog = function(header, text)
if _WRITE_TO_DEBUG_MONITOR then
if ccemux then
ccemux.attach("right", "monitor")
local t = term.redirect(peripheral.wrap("right"))
if text == 0 then
term.clear()
term.setCursorPos(1, 1)
else
term.setTextColor(colors.yellow)
term.write(header or "SYS")
term.setTextColor(colors.white)
print(": " .. text)
end
term.redirect(t)
end
end
end
local switch = function(check)
return function(cases)
if type(cases[check]) == "function" then
@ -100,7 +121,7 @@ end
-- current state of the game; can be used to perfectly recreate the current scene of a game
-- that includes board and mino objects, bitch
gameState = {}
-- gameState = {}
--[[
(later, I'll probably store mino data in a separate file)
@ -313,6 +334,7 @@ local makeNewBoard = function(x, y, width, height, blankColor)
board.transparentColor = "f" -- color if the board tries to render where there is no board
board.garbageColor = "8"
board.visibleHeight = height and math.floor(height / 2) or gameConfig.board_height_visible
board.alignFromBottom = false
for y = 1, board.height do
board.contents[y] = stringrep(board.blankColor, width)
@ -365,52 +387,104 @@ local makeNewBoard = function(x, y, width, height, blankColor)
local colorLine1, colorLine2, colorLine3
local minoColor1, minoColor2, minoColor3
local minos = {...}
local mino
local mino, tY
local tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
if board.alignFromBottom then
for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
colorLine1, colorLine2, colorLine3 = "", "", ""
for x = 1, board.width do
tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
if mino.visible then
if mino.CheckSolid(x, y - 0, true) then
minoColor1 = mino.color
end
if mino.CheckSolid(x, y - 1, true) then
minoColor2 = mino.color
end
if mino.CheckSolid(x, y - 2, true) then
minoColor3 = mino.color
for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
colorLine1, colorLine2, colorLine3 = "", "", ""
for x = 1, board.width do
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
if mino.visible then
if mino.CheckSolid(x, y - 0, true) then
minoColor1 = mino.color
end
if mino.CheckSolid(x, y - 1, true) then
minoColor2 = mino.color
end
if mino.CheckSolid(x, y - 2, true) then
minoColor3 = mino.color
end
end
end
colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
end
colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
if (y - 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y - 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y - 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine1, colorLine2, colorLine1)
tY = tY - 1
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine2, colorLine3, colorLine2)
tY = tY - 1
end
else
if (y - 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y - 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y - 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
tY = board.y
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine1, colorLine2, colorLine1)
tY = tY - 1
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine2, colorLine3, colorLine2)
tY = tY - 1
for y = 1 + (board.height - board.visibleHeight), board.height, 3 do
colorLine1, colorLine2, colorLine3 = "", "", ""
for x = 1, board.width do
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
if mino.visible then
if mino.CheckSolid(x, y + 0, true) then
minoColor1 = mino.color
end
if mino.CheckSolid(x, y + 1, true) then
minoColor2 = mino.color
end
if mino.CheckSolid(x, y + 2, true) then
minoColor3 = mino.color
end
end
end
colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y + 0] and board.contents[y + 0]:sub(x, x)) or board.blankColor))
colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y + 1] and board.contents[y + 1]:sub(x, x)) or board.blankColor))
colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y + 2] and board.contents[y + 2]:sub(x, x)) or board.blankColor))
end
if (y + 0) > board.height or (y + 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y + 1) > board.height or (y + 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y + 2) > board.height or (y + 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine2, colorLine1, colorLine2)
tY = tY + 1
term.setCursorPos(board.x, board.y + tY)
term.blit(charLine1, colorLine2, colorLine3)
tY = tY + 1
end
end
end
@ -657,13 +731,15 @@ local makeNewMino = function(minoTable, minoID, board, xPos, yPos, oldeMino)
end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 1
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
if didMoveX or didMoveY then
mino.movesLeft = mino.movesLeft - 1
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
end
else
mino.lockTimer = clientConfig.lock_delay
end
end
else
@ -692,43 +768,43 @@ end
_G.makeNewMino = makeNewMino
local random_bag = {}
local pseudoRandom = function()
local pseudoRandom = function(gameState)
return switch(gameConfig.randomBag) {
["random"] = function()
return math.random(1, #gameConfig.minos)
end,
["singlebag"] = function()
if #random_bag == 0 then
if #gameState.random_bag == 0 then
-- repopulate random bag
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
random_bag[#random_bag + 1] = i
gameState.random_bag[#gameState.random_bag + 1] = i
else
table.insert(random_bag, 1, i)
table.insert(gameState.random_bag, 1, i)
end
end
end
local pick = math.random(1, #random_bag)
local output = random_bag[pick]
table.remove(random_bag, pick)
local pick = math.random(1, #gameState.random_bag)
local output = gameState.random_bag[pick]
table.remove(gameState.random_bag, pick)
return output
end,
["doublebag"] = function()
if #random_bag == 0 then
if #gameState.random_bag == 0 then
for r = 1, 2 do
-- repopulate random bag
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
random_bag[#random_bag + 1] = i
gameState.random_bag[#gameState.random_bag + 1] = i
else
table.insert(random_bag, 1, i)
table.insert(gameState.random_bag, 1, i)
end
end
end
end
local pick = math.random(1, #random_bag)
local output = random_bag[pick]
table.remove(random_bag, pick)
local pick = math.random(1, #gameState.random_bag)
local output = gameState.random_bag[pick]
table.remove(gameState.random_bag, pick)
return output
end
}
@ -768,10 +844,13 @@ local handleLineClears = function(gameState)
end
StartGame = function()
gameState = {
local StartGame = function(player_number, native_control, board_xmod, board_ymod)
board_xmod = board_xmod or 0
board_ymod = board_ymod or 0
local gameState = {
gravity = gameConfig.startingGravity,
board = makeNewBoard(2, 2, gameConfig.board_width, gameConfig.board_height),
pNum = player_number,
targetPlayer = 0,
score = 0,
antiControlRepeat = {},
topOut = false,
@ -782,24 +861,63 @@ StartGame = function()
queue = {},
queueMinos = {},
linesCleared = 0,
random_bag = {},
gameTickCount = 0,
controlTickCount = 0,
controlsDown = {}, --
incomingGarbage = 0, -- amount of garbage that will be added to board after non-line-clearing mino placement
combo = 0, -- amount of successive line clears
backToBack = 0, -- amount of tetris/t-spins comboed
spinLevel = 0, -- 0 = no special spin
-- 1 = mini spin
-- 2 = Z/S/J/L spin
-- 3 = T spin
}
gameState.holdBoard = makeNewBoard(
gameState.board.x + gameState.board.width + 1,
gameState.board.y + gameState.board.visibleHeight * (1/3),
4, 4
-- create boards
-- main gameplay board
gameState.board = makeNewBoard(
7 + board_xmod,
1 + board_ymod,
gameConfig.board_width, gameConfig.board_height
)
gameState.holdBoard.visibleHeight = 4
-- queue of upcoming minos
gameState.queueBoard = makeNewBoard(
gameState.board.x + gameState.board.width + 1,
gameState.board.y,
4,
gameState.board.height - gameState.holdBoard.height - 8
28
--gameState.board.height - 12
)
-- fill the queue
-- display of currently held mino
gameState.holdBoard = makeNewBoard(
--gameState.board.x + gameState.board.width + 1,
2 + board_xmod,
--gameState.board.y + gameState.board.visibleHeight * (1/3),
1 + board_ymod,
gameState.queueBoard.width,
4
)
gameState.holdBoard.visibleHeight = 4
-- indicator of incoming garbage
gameState.garbageBoard = makeNewBoard(
gameState.board.x - 1,
gameState.board.y,
1,
gameState.board.visibleHeight,
"f"
)
gameState.garbageBoard.visibleHeight = gameState.garbageBoard.height
-- populate the queue
for i = 1, clientConfig.queue_length + 1 do
gameState.queue[i] = pseudoRandom(gameState)
end
for i = 1, clientConfig.queue_length do
gameState.queue[i] = pseudoRandom()
gameState.queueMinos[i] = makeNewMino(nil,
gameState.queue[i],
gameState.queue[i + 1],
gameState.queueBoard,
1,
i * 3 + 12
@ -808,7 +926,7 @@ StartGame = function()
gameState.queue.cyclePiece = function()
local output = gameState.queue[1]
table.remove(gameState.queue, 1)
gameState.queue[#gameState.queue + 1] = pseudoRandom()
gameState.queue[#gameState.queue + 1] = pseudoRandom(gameState)
return output
end
gameState.mino = {}
@ -835,11 +953,55 @@ StartGame = function()
)
end
local calculateGarbage = function(gameState, linesCleared)
local output = 0
local lncleartbl = {
[0] = 0,
[1] = 0,
[2] = 1,
[3] = 2,
[4] = 4,
[5] = 5,
[6] = 6,
[7] = 7,
[8] = 8
}
if (gameState.spinLevel == 3) or (gameState.spinLevel == 2 and gameConfig.spin_mode >= 2) then
output = output + linesCleared * 2
else
output = output + (lncleartbl[linesCleared] or 0)
end
-- add combo bonus
output = output + math.max(0, math.floor(-1 + gameState.combo / 2))
return output
end
local sendGameEvent = function(eventName, ...)
if native_control then
os.queueEvent(eventName, ...)
end
end
gameState.mino = makeDefaultMino(gameState)
local mino, board = gameState.mino, gameState.board
local holdBoard, queueBoard = gameState.holdBoard, gameState.queueBoard
local holdBoard, queueBoard, garbageBoard = gameState.holdBoard, gameState.queueBoard, gameState.garbageBoard
local ghostMino = makeNewMino(nil, mino.minoID, gameState.board, mino.x, mino.y, {})
local garbageMinoShape = {}
for i = 1, garbageBoard.height do
garbageMinoShape[#garbageMinoShape + 1] = "@"
end
local garbageMino = makeNewMino({
[1] = {
shape = garbageMinoShape,
color = "e"
}
}, 1, garbageBoard, 1, garbageBoard.height + 1)
local keysDown = {}
local tickDelay = 0.05
@ -849,6 +1011,7 @@ StartGame = function()
if drawOtherBoards then
holdBoard.Render()
queueBoard.Render(table.unpack(gameState.queueMinos))
garbageBoard.Render(garbageMino)
end
end
@ -959,7 +1122,7 @@ StartGame = function()
-- attempt to move mino at most 2 spaces upwards before considering it fully topped out
gameState.topOut = true
for i = 0, 2 do
if mino.CheckCollision(0, -1) then
if mino.CheckCollision(0, 1) then
mino.y = mino.y - 1
else
gameState.topOut = false
@ -967,40 +1130,84 @@ StartGame = function()
end
end
handleLineClears(gameState)
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!")