Fixed rotation, added levels

among other things
This commit is contained in:
LDDestroier 2019-10-10 22:11:24 -04:00 committed by GitHub
parent 39f7d03506
commit ba32360948
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 243 additions and 151 deletions

394
ldris.lua
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@ -23,7 +23,6 @@ local game = {
p = {}, -- stores player information
paused = false, -- whether or not game is paused
canPause = true, -- if false, cannot pause game (such as in online multiplayer)
fallDelay = 0.25, -- amount of time for each tetramino to fall down one space
inputDelay = 0.05, -- amount of time between each input
control = {
moveLeft = keys.left,
@ -34,9 +33,21 @@ local game = {
fastDrop = keys.up,
hold = keys.leftShift,
quit = keys.q
}
},
timers = {},
timerNo = 1
}
game.startTimer = function(duration)
game.timers[game.timerNo] = duration
game.timerNo = game.timerNo + 1
return game.timerNo - 1
end
game.cancelTimer = function(tID)
game.timers[tID or 0] = nil
end
local tableCopy
tableCopy = function(tbl)
local output = {}
@ -59,31 +70,6 @@ tColors.special = 4096
term.setPaletteColor(tColors.special, 0xf0f0f0)
term.setPaletteColor(tColors.white, 0xf0f0f0)
-- generates a random number, excluding those listed in the _psExclude table
local _psExclude = {}
local pseudoRandom = function(min, max)
local num
-- check if it will exclude all values
local reset = true
for i = min, max do
if not _psExclude[i] then
reset = false
break
end
end
if reset then
_psExclude = {}
return math.random(min, max)
else
repeat
result = math.random(min, max)
until not _psExclude[result]
_psExclude[result] = true
return result
end
end
-- initializes and fixes up a board
-- boards are 2D objects that can display perfectly square graphics
local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor)
@ -213,7 +199,8 @@ local doesSpaceExist = function(board, x, y)
end
-- checks if (x, y) is being occupied by a tetramino (or if it's off-board)
local isSpaceSolid = function(board, x, y)
local isSpaceSolid = function(board, _x, _y)
local x, y = math.floor(_x), math.floor(_y)
if doesSpaceExist(board, x, y) then
return board[y][x][1]
else
@ -222,7 +209,8 @@ local isSpaceSolid = function(board, x, y)
end
-- ticks down a space's timers, which can cause it to become non-solid or background-colored
local ageSpace = function(board, x, y)
local ageSpace = function(board, _x, _y)
local x, y = math.floor(_x), math.floor(_y)
if doesSpaceExist(board, x, y) then
-- make space non-solid if timer elapses
if board[y][x][3] ~= 0 then
@ -254,7 +242,7 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
mino.x = x
mino.y = y
mino.lockBreaks = 8 -- anti-infinite measure
mino.lockBreaks = 16 -- anti-infinite measure
mino.waitingForLock = false
mino.board = board
mino.minoType = minoType
@ -293,25 +281,45 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
output[y] = table.concat(output[y])
end
mino.shape = output
-- try to kick off wall/floor
if mino.checkCollision(0, 0) then
-- kick off floor
for y = 1, math.floor(#mino.shape) do
if not mino.checkCollision(0, -y) then
mino.y = mino.y - y
return
return true
end
end
for x = 0, -math.floor(#mino.shape[1]), -1 do
-- kick off right wall
for x = 0, -math.floor(#mino.shape[1] / 2), -1 do
if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return
return true
end
-- try diagonal-down
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
return true
end
end
for x = 0, math.floor(#mino.shape[1]) do
-- kick off left wall
for x = 0, math.floor(#mino.shape[1] / 2) do
if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return
return true
end
-- try diagonal-down
if not mino.checkCollision(x, 1) then
mino.x = mino.x + x
mino.y = mino.y + 1
return true
end
end
mino.shape = oldShape
return false
else
return true
end
end
-- draws a mino onto a board; you'll still need to render the board, though
@ -319,8 +327,8 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
for y = 1, #mino.shape do
for x = 1, #mino.shape[y] do
if mino.shape[y]:sub(x,x) ~= " " then
if doesSpaceExist(mino.board, x + mino.x, y + mino.y) then
mino.board[y + mino.y][x + mino.x] = {
if doesSpaceExist(mino.board, x + math.floor(mino.x), y + math.floor(mino.y)) then
mino.board[y + math.floor(mino.y)][x + math.floor(mino.x)] = {
isSolid or false,
mino.shape[y]:sub(x,x),
isSolid and 0 or 0,
@ -358,47 +366,68 @@ local makeNewMino = function(minoType, board, x, y, replaceColor)
return mino
end
-- generates a random number, excluding those listed in the _psExclude table
local pseudoRandom = function(randomPieces)
if #randomPieces == 0 then
for i = 1, #minos do
randomPieces[i] = i
end
end
local rand = math.random(1, #randomPieces)
local num = randomPieces[rand]
table.remove(randomPieces, rand)
return num
end
-- initialize players
local initializePlayers = function()
game.p[1] = {
board = clearBoard({}, 2, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 13, 14, 4, 4, "f"),
holdBoard = clearBoard({}, 13, 14, 4, 3, "f"),
queueBoard = clearBoard({}, 13, 2, 4, 14, "f"),
hold = 0,
canHold = true,
queue = {},
lines = 0,
combo = 0,
randomPieces = {}, -- list of all minos for pseudo-random selection
hold = 0, -- current piece being held
canHold = true, -- whether or not player can hold (can't hold twice in a row)
queue = {}, -- current queue of minos to use
lines = 0, -- amount of lines cleared, "points"
combo = 0, -- amount of consequative line clears
lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
level = 1, -- level determines speed of mino drop
fallSteps = 0.1, -- amount of spaces the mino will draw each drop
}
game.p[2] = {
board = clearBoard({}, 18, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 29, 14, 4, 4, "f"),
holdBoard = clearBoard({}, 29, 14, 4, 3, "f"),
queueBoard = clearBoard({}, 29, 2, 4, 14, "f"),
randomPieces = {},
hold = 0,
canHold = true,
queue = {},
lines = 0,
combo = 0,
lastLinesClear = 0,
level = 1,
fallSteps = 0.1,
}
-- generates the initial queue of minos per player
for p = 1, #game.p do
for i = 1, #minos do
game.p[p].queue[i] = pseudoRandom(1, #minos)
game.p[p].queue[i] = pseudoRandom(game.p[p].randomPieces)
end
end
end
-- actually renders a board to the screen
local renderBoard = function(board, bx, by, doAgeSpaces)
local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
local char, line
local tY = board.y + (by or 0)
for y = 1, board.ySize, 3 do
line = {("\143"):rep(board.xSize),"",""}
term.setCursorPos(board.x + (bx or 0), tY)
for x = 1, board.xSize do
line[2] = line[2] .. board[y][x][2]
line[2] = line[2] .. (blankColor or board[y][x][2])
if board[y + 1] then
line[3] = line[3] .. board[y + 1][x][2]
line[3] = line[3] .. (blankColor or board[y + 1][x][2])
else
line[3] = line[3] .. board.BGcolor
end
@ -408,10 +437,10 @@ local renderBoard = function(board, bx, by, doAgeSpaces)
term.setCursorPos(board.x + (bx or 0), tY + 1)
for x = 1, board.xSize do
if board[y + 2] then
line[2] = line[2] .. board[y + 1][x][2]
line[3] = line[3] .. board[y + 2][x][2]
line[2] = line[2] .. (blankColor or board[y + 1][x][2])
line[3] = line[3] .. (blankColor or board[y + 2][x][2])
elseif board[y + 1] then
line[2] = line[2] .. board[y + 1][x][2]
line[2] = line[2] .. (blankColor or board[y + 1][x][2])
line[3] = line[3] .. board.BGcolor
else
line[2] = line[2] .. board.BGcolor
@ -451,6 +480,11 @@ local drawScore = function(player)
term.write((" "):rep(16))
end
local drawLevel = function(player)
term.setCursorPos(13, 17)
term.write("Lv" .. player.level .. " ")
end
-- draws the player's simultaneous line clear after clearing one or more lines
-- also tells the player's combo, which is nice
local drawComboMessage = function(player, lines)
@ -464,6 +498,13 @@ local drawComboMessage = function(player, lines)
"TETRIS"
}
term.setCursorPos(2, 18)
if lines == player.lastLinesCleared then
if lines == 3 then
term.write("OH BABY A ")
else
term.write("ANOTHER ")
end
end
term.write(msgs[lines])
if player.combo >= 2 then
term.setCursorPos(2, 19)
@ -502,7 +543,7 @@ local startGame = function(playerNumber)
initializePlayers()
local mino, ghostMino
local dropTimer, inputTimer, lockTimer
local dropTimer, inputTimer, lockTimer, tickTimer
local evt, board, player
local clearedLines = {}
@ -528,6 +569,11 @@ local startGame = function(playerNumber)
while true do
player.level = math.ceil((1 + player.lines) / 10)
player.fallSteps = 0.075 * (1.33 ^ player.level)
drawLevel(player)
if takeFromQueue then
currentMinoType = player.queue[1]
end
@ -549,7 +595,7 @@ local startGame = function(playerNumber)
if takeFromQueue then
table.remove(player.queue, 1)
table.insert(player.queue, pseudoRandom(1, #minos))
table.insert(player.queue, pseudoRandom(player.randomPieces))
end
-- draw queue
@ -570,14 +616,10 @@ local startGame = function(playerNumber)
player.hold,
player.holdBoard,
#minos[player.hold].shape[1] == 2 and 1 or 0,
1
0
)
end
dropTimer = os.startTimer(game.fallDelay)
inputTimer = os.startTimer(game.inputDelay)
os.cancelTimer(lockTimer or 0)
takeFromQueue = true
drawScore(player)
@ -590,106 +632,153 @@ local startGame = function(playerNumber)
draw()
dropTimer = game.startTimer(0)
inputTimer = game.startTimer(game.inputDelay)
game.cancelTimer(lockTimer or 0)
tickTimer = os.startTimer(0.05)
-- drop a piece
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == game.control.quit then
return
elseif evt[2] == game.control.rotateRight then
mino.rotate(1)
ghostMino.rotate(1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
elseif evt[2] == game.control.rotateLeft then
mino.rotate(-1)
ghostMino.rotate(-1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
-- 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
end
end
if evt[3] == false then
if evt[2] == game.control.moveLeft then
mino.move(-1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
os.cancelTimer(inputTimer or 0)
inputTimer = os.startTimer(game.inputDelay)
elseif evt[2] == game.control.moveRight then
mino.move(1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
os.cancelTimer(inputTimer or 0)
inputTimer = os.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,
1
).draw()
renderBoard(player.holdBoard, 0, 0, true)
break
tickTimer = os.startTimer(0.05)
end
if player.paused then
if evt[1] == "key" then
if evt[2] == game.control.pause 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
end
elseif evt[1] == "timer" then
if evt[2] == inputTimer then
inputTimer = os.startTimer(game.inputDelay)
if keysDown[game.control.moveLeft] == 2 then
mino.move(-1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[game.control.moveRight] == 2 then
mino.move(1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[game.control.moveDown] then
mino.move(0, 1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
elseif evt[2] == dropTimer then
if mino.checkCollision(0, 1) then
if mino.lockBreaks == 0 then
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 not mino.waitingForLock then
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = os.startTimer(game.fallDelay * 2)
mino.waitingForLock = true
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
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
draw(true)
break
end
end
end
elseif evt[2] == dropTimer then
dropTimer = game.startTimer(0)
if not game.paused then
if mino.checkCollision(0, 1) then
if mino.lockBreaks == 0 then
draw(true)
player.canHold = true
break
elseif not mino.waitingForLock then
mino.lockBreaks = mino.lockBreaks - 1
lockTimer = game.startTimer(math.max(0.2 / player.fallSteps, 0.25))
mino.waitingForLock = true
end
else
mino.move(0, player.fallSteps, true)
draw()
end
end
elseif evt[2] == lockTimer then
if not game.paused then
player.canHold = true
draw(true)
break
end
else
mino.y = mino.y + 1
draw()
end
dropTimer = os.startTimer(game.fallDelay)
elseif evt[2] == lockTimer then
player.canHold = true
draw(true)
break
end
end
end
@ -708,6 +797,7 @@ local startGame = function(playerNumber)
player.combo = player.combo + 1
player.lines = player.lines + #clearedLines
drawComboMessage(player, #clearedLines)
player.lastLinesCleared = #clearedLines
for i = 1, 0, -0.12 do
term.setPaletteColor(4096, i,i,i)
for l = 1, #clearedLines do
@ -740,8 +830,10 @@ local getInput = function()
keysDown[evt[2]] = 1
timerKey[evt[2]] = os.startTimer(0.2)
keyTimer[timerKey[evt[2]]] = evt[2]
elseif evt[1] == "timer" and keyTimer[evt[2]] then
keysDown[keyTimer[evt[2]]] = 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)
@ -769,9 +861,9 @@ print(colors.white)
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
for i = 1, 8 do
for i = 1, 5 do
term.scroll(1)
if i == 5 then
if i == 3 then
term.setCursorPos(1, scr_y)
term.write("Thanks for playing!")
end