Added a ton of features

Added in this commit:
+ Line clearing
+ Hold buffer
+ Queue
+ 7bag randomization
+ Game over from top-out
+ Probably something else that I'm forgetting (look I just want to update this damned file online)
This commit is contained in:
LDDestroier 2021-01-20 13:35:33 -05:00 committed by GitHub
parent 3f5378bac2
commit c4d262f257
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 447 additions and 206 deletions

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@ -18,12 +18,20 @@
LDRIS 2 (Work in Progress)
Current features:
+ Legitimate SRS rotation!
+ Line clearing! Crazy!
+ 7bag randomization!
+ Decent fucking controls!
+ Ghost piece!
+ Piece holding!
+ Piece queue! It's even animated!
To-do:
+ Add proper top-off (game over)
+ Add score, and let lineclears and piece dropping add to it
+ Tweak controls, rotating the piece will cause horizontal movement to look janky
+ Add an actual menu, and not that shit LDRIS 1 had
+ Multiplayer!
+ Multiplayer, as well as an implementation of garbage
+ Cheese race mode
+ Change color palletes so that the ghost piece isn't the color of dirt
+ Add in-game menu for changing controls (some people can actually tolerate guideline)
--]]
@ -41,16 +49,18 @@ local clientConfig = {
soft_drop = keys.down,
hard_drop = keys.up,
sonic_drop = keys.space,
hold = keys.leftShift,
pause = keys.p,
restart = keys.r,
open_chat = keys.t,
quit = keys.q,
},
soft_drop_multiplier = 2.0, -- (SDF) the factor in which soft dropping effects the gravity
soft_drop_multiplier = 4.0, -- (SDF) the factor in which soft dropping effects the gravity
move_repeat_delay = 0.25, -- (DAS) amount of time you must be holding the movement keys for it to start repeatedly moving (seconds)
move_repeat_interval = 0.05, -- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
appearance_delay = 0.0, -- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
appearance_delay = 0, -- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
lock_delay = 0.5, -- (Lock Delay) amount of seconds it will take for a resting mino to lock into placed
queue_length = 5, -- amount of pieces visible in the queue (limited by size of UI)
}
-- ideally, only clients with IDENTICAL game configs should face one another
@ -58,9 +68,9 @@ local gameConfig = {
minos = {}, -- list of all the minos (pieces) that will spawn into the board
kickTables = {}, -- list of all kick tables for pieces
currentKickTable = "SRS", -- current kick table
randomBag = "random", -- current pseudorandom number generator
-- "7bag" = normal tetris guideline random
-- "14bag" = doubled bag size
randomBag = "singlebag", -- current pseudorandom number generator
-- "singlebag" = normal tetris guideline random
-- "doublebag" = doubled bag size
-- "random" = using math.random
board_width = 10, -- width of play area
board_height = 40, -- height of play area
@ -85,7 +95,6 @@ local switch = function(check)
end
-- current state of the game; can be used to perfectly recreate the current scene of a game
-- can NOT include functions, as it must be serialized and sent to a second player
-- that includes board and mino objects, bitch
gameState = {}
@ -150,6 +159,7 @@ do -- define minos
color = "4",
name = "O",
kickID = 2,
spawnOffsetX = 1,
}
gameConfig.minos[6] = {
shape = {
@ -263,6 +273,13 @@ local makeNewBoard = function(x, y, width, height)
end
end
board.Clear = function(color)
color = color or board.blankColor
for y = 1, board.height do
board.contents[y] = stringrep(color, board.width)
end
end
-- used for sending board data over the network
board.serialize = function(includeInit)
return textutils.serialize({
@ -294,14 +311,16 @@ local makeNewBoard = function(x, y, width, height)
minoColor1, minoColor2, minoColor3 = nil, nil, nil
for i = 1, #minos do
mino = minos[i]
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
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
@ -311,13 +330,13 @@ local makeNewBoard = function(x, y, width, height)
end
if (y - 0) < (board.height - board.visibleHeight) then
if (y - 0) <= (board.height - board.visibleHeight) then
colorLine1 = transparentLine
end
if (y - 1) < (board.height - board.visibleHeight) then
if (y - 1) <= (board.height - board.visibleHeight) then
colorLine2 = transparentLine
end
if (y - 2) < (board.height - board.visibleHeight) then
if (y - 2) <= (board.height - board.visibleHeight) then
colorLine3 = transparentLine
end
@ -336,7 +355,7 @@ end
local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
local mino = oldeMino or {}
if not gameConfig.minos[minoID] then
error("tried to spawn mino with invalid ID '" .. minoID .. "'")
error("tried to spawn mino with invalid ID '" .. tostring(minoID) .. "'")
else
mino.shape = gameConfig.minos[minoID].shape
mino.spinID = gameConfig.minos[minoID].spinID
@ -346,6 +365,9 @@ local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
end
mino.finished = false
mino.active = true
mino.spawnTimer = 0
mino.visible = true
mino.height = #mino.shape
mino.width = #mino.shape[1]
mino.minoID = minoID
@ -432,50 +454,53 @@ local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
[ 1] = "1",
[ 2] = "2",
}
-- get the specific offset table for the type of rotation based on the mino type
local kickX, kickY
local kickRot = kickRotTranslate[mino.rotation] .. kickRotTranslate[newRotation]
if mino.active then
-- get the specific offset table for the type of rotation based on the mino type
local kickX, kickY
local kickRot = kickRotTranslate[mino.rotation] .. kickRotTranslate[newRotation]
-- translate the mino piece
for y = 1, mino.width do
output[y] = ""
for x = 1, mino.height do
if direction == -1 then
output[y] = output[y] .. oldShape[x]:sub(-y, -y)
elseif direction == 1 then
output[y] = oldShape[x]:sub(y, y) .. output[y]
-- translate the mino piece
for y = 1, mino.width do
output[y] = ""
for x = 1, mino.height do
if direction == -1 then
output[y] = output[y] .. oldShape[x]:sub(-y, -y)
elseif direction == 1 then
output[y] = oldShape[x]:sub(y, y) .. output[y]
end
end
end
end
mino.shape = output
-- it's time to do some floor and wall kicking
if mino.CheckCollision(0, 0) then
for i = 1, #kickTable[mino.kickID][kickRot] do
kickX = kickTable[mino.kickID][kickRot][i][1]
kickY = -kickTable[mino.kickID][kickRot][i][2]
if not mino.Move(kickX, kickY, false) then
success = true
break
end
end
else
success = true
end
if success then
mino.rotation = newRotation
mino.height, mino.width = mino.width, mino.height
else
mino.shape = oldShape
end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 2
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = true
mino.width, mino.height = mino.height, mino.width
mino.shape = output
-- it's time to do some floor and wall kicking
if mino.CheckCollision(0, 0) then
for i = 1, #kickTable[mino.kickID][kickRot] do
kickX = kickTable[mino.kickID][kickRot][i][1]
kickY = -kickTable[mino.kickID][kickRot][i][2]
if not mino.Move(kickX, kickY, false) then
success = true
break
end
end
else
mino.lockTimer = clientConfig.lock_delay
success = true
end
if success then
mino.rotation = newRotation
mino.height, mino.width = mino.width, mino.height
else
mino.shape = oldShape
end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 2
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
end
end
end
@ -488,90 +513,96 @@ local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
local didMoveX = true
local didMoveY = true
local step, round
if mino.active then
if doSlam then
if doSlam then
mino.xFloat = mino.xFloat + x
mino.yFloat = mino.yFloat + y
mino.xFloat = mino.xFloat + x
mino.yFloat = mino.yFloat + y
-- handle Y position
if y ~= 0 then
step = y / math.abs(y)
round = mino.yFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(0, step) then
mino.yFloat = 0
-- handle Y position
if y ~= 0 then
step = y / math.abs(y)
round = mino.yFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(0, step) then
mino.yFloat = 0
didMoveY = false
else
for iy = step, round(mino.yFloat), step do
if mino.CheckCollision(0, step) then
didCollide = true
mino.yFloat = 0
break
else
didMoveY = true
mino.y = mino.y + step
mino.yFloat = mino.yFloat - step
end
end
end
else
didMoveY = false
end
-- handle x position
if x ~= 0 then
step = x / math.abs(x)
round = mino.xFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(step, 0) then
mino.xFloat = 0
didMoveX = false
else
for ix = step, round(mino.xFloat), step do
if mino.CheckCollision(step, 0) then
didCollide = true
mino.xFloat = 0
break
else
didMoveX = true
mino.x = mino.x + step
mino.xFloat = mino.xFloat - step
end
end
end
else
didMoveX = false
end
else
if mino.CheckCollision(x, y) then
didCollide = true
didMoveX = false
didMoveY = false
else
for iy = step, round(mino.yFloat), step do
if mino.CheckCollision(0, step) then
didCollide = true
mino.yFloat = 0
break
else
didMoveY = true
mino.y = mino.y + step
mino.yFloat = mino.yFloat - step
end
end
mino.x = mino.x + x
mino.y = mino.y + y
didCollide = false
didMoveX = true
didMoveY = true
end
else
didMoveY = false
end
-- handle x position
if x ~= 0 then
step = x / math.abs(x)
round = mino.xFloat > 0 and math.floor or math.ceil
if mino.CheckCollision(step, 0) then
mino.xFloat = 0
didMoveX = false
local yHighestDidChange = (mino.y > mino.yHighest)
mino.yHighest = math.max(mino.yHighest, mino.y)
if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 1
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = 1
end
else
for ix = step, round(mino.xFloat), step do
if mino.CheckCollision(step, 0) then
didCollide = true
mino.xFloat = 0
break
else
didMoveX = true
mino.x = mino.x + step
mino.xFloat = mino.xFloat - step
end
end
mino.lockTimer = clientConfig.lock_delay
end
else
didMoveX = false
end
else
if mino.CheckCollision(x, y) then
didCollide = true
didMoveX = false
didMoveY = false
else
mino.x = mino.x + x
mino.y = mino.y + y
didCollide = false
didMoveX = true
didMoveY = true
end
end
local yHighestDidChange = (mino.y > mino.yHighest)
mino.yHighest = math.max(mino.yHighest, mino.y)
if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
end
if expendLockMove then
mino.movesLeft = mino.movesLeft - 1
if mino.movesLeft <= 0 then
if mino.CheckCollision(0, 1) then
mino.finished = true
end
else
mino.lockTimer = clientConfig.lock_delay
end
didMoveX = false
didMoveY = false
end
return didCollide, didMoveX, didMoveY, yHighestDidChange
@ -579,10 +610,12 @@ local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
-- writes the mino to the board
mino.Write = function()
for y = 1, mino.height do
for x = 1, mino.width do
if mino.CheckSolid(x, y, false) then
mino.board.Write(x + mino.x - 1, y + mino.y - 1, mino.color)
if mino.active then
for y = 1, mino.height do
for x = 1, mino.width do
if mino.CheckSolid(x, y, false) then
mino.board.Write(x + mino.x - 1, y + mino.y - 1, mino.color)
end
end
end
end
@ -591,18 +624,44 @@ local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
return mino
end
local random_bag = {}
local pseudoRandom = function()
return switch(gameConfig.randomBag) {
["random"] = function()
return math.random(1, #gameConfig.minos)
end,
["7bag"] = function()
-- will implement 7bag later
return math.random(1, #gameConfig.minos)
["singlebag"] = function()
if #random_bag == 0 then
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
random_bag[#random_bag + 1] = i
else
table.insert(random_bag, 1, i)
end
end
end
local pick = math.random(1, #random_bag)
local output = random_bag[pick]
table.remove(random_bag, pick)
return output
end,
["14bag"] = function()
-- will implement 14bag later
return math.random(1, #gameConfig.minos)
["doublebag"] = function()
if #random_bag == 0 then
for r = 1, 2 do
for i = 1, #gameConfig.minos do
if math.random(0, 1) == 0 then
random_bag[#random_bag + 1] = i
else
table.insert(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)
return output
end
}
end
@ -630,7 +689,7 @@ local handleLineClears = function(gameState)
end
end
for y = 1, #clearedLines do
newContents[y] = string.rep(board.blankColor, board.width)
newContents[y] = stringrep(board.blankColor, board.width)
end
gameState.board.contents = newContents
end
@ -644,79 +703,228 @@ StartGame = function()
gravity = gameConfig.startingGravity,
board = makeNewBoard(2, 2, gameConfig.board_width, gameConfig.board_height),
score = 0,
antiControlRepeat = {},
topOut = false,
canHold = true,
didHold = false,
heldPiece = false,
paused = false,
queue = {},
queueMinos = {},
}
gameState.holdBoard = makeNewBoard(
gameState.board.x + gameState.board.width + 1,
gameState.board.y + gameState.board.visibleHeight * (1/3),
4, 4
)
gameState.holdBoard.visibleHeight = 4
gameState.queueBoard = makeNewBoard(
gameState.board.x + gameState.board.width + 1,
gameState.board.y,
4,
gameState.board.height - gameState.holdBoard.height - 8
)
-- fill the queue
for i = 1, clientConfig.queue_length do
gameState.queue[i] = pseudoRandom()
gameState.queueMinos[i] = makeNewMino(
gameState.queue[i],
gameState.queueBoard,
1,
i * 3 + 12
)
end
gameState.queue.cyclePiece = function()
local output = gameState.queue[1]
table.remove(gameState.queue, 1)
gameState.queue[#gameState.queue + 1] = pseudoRandom()
return output
end
gameState.mino = {}
local makeDefaultMino = function()
local qmAnim = 0
local makeDefaultMino = function(gameState)
local nextPiece
if gameState.didHold then
if gameState.heldPiece then
nextPiece, gameState.heldPiece = gameState.heldPiece, gameState.mino.minoID
else
nextPiece, gameState.heldPiece = gameState.queue.cyclePiece(), gameState.mino.minoID
end
else
nextPiece = gameState.queue.cyclePiece()
end
return makeNewMino(
pseudoRandom(),
nextPiece,
gameState.board,
math.floor(gameState.board.width / 2 - 1),
math.floor(gameConfig.board_height_visible + 0),
math.floor(gameState.board.width / 2 - 1) + (gameConfig.minos[nextPiece].spawnOffsetX or 0),
math.floor(gameConfig.board_height_visible + 1) + (gameConfig.minos[nextPiece].spawnOffsetY or 0),
gameState.mino
)
end
gameState.mino = makeDefaultMino()
gameState.mino = makeDefaultMino(gameState)
local mino, board = gameState.mino, gameState.board
local holdBoard, queueBoard = gameState.holdBoard, gameState.queueBoard
local ghostMino = makeNewMino(mino.minoID, gameState.board, mino.x, mino.y, {})
local keysDown = {}
local tickDelay = 0.05
local render = function()
local render = function(drawOtherBoards)
board.Render(ghostMino, mino)
if drawOtherBoards then
holdBoard.Render()
queueBoard.Render(table.unpack(gameState.queueMinos))
end
end
local tick = function(gameState)
local didCollide, didMoveX, didMoveY, yHighestDidChange = mino.Move(0, gameState.gravity, true)
mino.resting = (not didMoveY) and mino.CheckCollision(0, 1)
local doCheckStuff = false
local doAnimateQueue = false
local doMakeNewMino = false
if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
qmAnim = math.max(0, qmAnim - 0.8)
-- position queue minos properly
for i = 1, #gameState.queueMinos do
gameState.queueMinos[i].y = (i * 3 + 12) + math.floor(qmAnim)
end
if mino.resting then
mino.lockTimer = mino.lockTimer - tickDelay
if mino.lockTimer <= 0 then
mino.finished = true
if not mino.finished then
mino.resting = (not didMoveY) and mino.CheckCollision(0, 1)
if yHighestDidChange then
mino.movesLeft = gameConfig.lock_move_limit
end
else
mino.lockTimer = clientConfig.lock_delay
if mino.resting then
mino.lockTimer = mino.lockTimer - tickDelay
if mino.lockTimer <= 0 then
mino.finished = 1
end
else
mino.lockTimer = clientConfig.lock_delay
end
end
gameState.mino.spawnTimer = math.max(0, gameState.mino.spawnTimer - tickDelay)
if gameState.mino.spawnTimer == 0 then
gameState.mino.active = true
gameState.mino.visible = true
ghostMino.active = true
ghostMino.visible = true
end
if mino.finished then
mino.Write()
gameState.mino = makeDefaultMino()
ghostMino = makeNewMino(mino.minoID, gameState.board, mino.x, mino.y, {})
if mino.finished == 1 then -- piece will lock
gameState.didHold = false
gameState.canHold = true
-- check for top-out due to placing a piece outside the visible area of its board
if false then -- I'm doing that later
else
doAnimateQueue = true
mino.Write()
doMakeNewMino = true
doCheckStuff = true
end
elseif mino.finished == 2 then -- piece will attempt hold
if gameState.canHold then
gameState.didHold = true
gameState.canHold = false
-- I would have used a ternary statement, but didn't
if gameState.heldPiece then
doAnimateQueue = false
else
doAnimateQueue = true
end
-- draw held piece
gameState.holdBoard.Clear()
makeNewMino(
gameState.mino.minoID,
gameState.holdBoard,
1, 2, {}
).Write()
handleLineClears(gameState)
doMakeNewMino = true
doCheckStuff = true
else
mino.finished = false
end
else
error("I don't know how, but that polyomino's finished!")
end
if doMakeNewMino then
gameState.mino = makeDefaultMino(gameState)
ghostMino = makeNewMino(mino.minoID, gameState.board, mino.x, mino.y, {})
if (not gameState.didHold) and (clientConfig.appearance_delay > 0) then
gameState.mino.spawnTimer = clientConfig.appearance_delay
gameState.mino.active = false
gameState.mino.visible = false
ghostMino.active = false
ghostMino.visible = false
end
end
if doAnimateQueue then
table.remove(gameState.queueMinos, 1)
gameState.queueMinos[#gameState.queueMinos + 1] = makeNewMino(
gameState.queue[clientConfig.queue_length],
gameState.queueBoard,
1,
(clientConfig.queue_length + 1) * 3 + 12
)
qmAnim = 3
end
-- if the hold attempt fails (say, you already held a piece), it wouldn't do to check for a top-out or line clears
if doCheckStuff then
-- check for top-out due to obstructed mino upon entry
-- 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
mino.y = mino.y - 1
else
gameState.topOut = false
break
end
end
handleLineClears(gameState)
end
end
-- debug info
term.setCursorPos(2, scr_y - 1)
term.clearLine()
term.write("(" .. mino.x .. ":" .. mino.xFloat .. ", " .. mino.y .. ":" .. mino.yFloat .. ") ")
term.write("Position: (" .. mino.x .. ":" .. mino.xFloat .. ", " .. mino.y .. "), Subheight: " .. mino.yFloat .. " ")
term.setCursorPos(2, scr_y - 0)
term.clearLine()
term.write(mino.movesLeft .. " ")
term.write("Moves: " .. mino.movesLeft .. ", TimeToLock: " .. mino.lockTimer .. " ")
end
local checkControl = function(controlName, repeatTime, repeatDelay)
repeatDelay = repeatDelay or 1
if keysDown[clientConfig.controls[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 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
@ -726,34 +934,57 @@ StartGame = function()
local controlTick = function(gameState, onlyFastActions)
local dc, dmx, dmy -- did collide, did move X, did move Y
local didSlowAction = false
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
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
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
end
if checkControl("soft_drop", 0) then
mino.Move(0, gameState.gravity * clientConfig.soft_drop_multiplier, true, false)
didSlowAction = true
gameState.antiControlRepeat["soft_drop"] = true
end
if checkControl("hard_drop", false) then
mino.Move(0, board.height, true, false)
mino.finished = 1
didSlowAction = true
gameState.antiControlRepeat["hard_drop"] = true
end
if checkControl("sonic_drop", false) then
mino.Move(0, board.height, true, true)
didSlowAction = true
gameState.antiControlRepeat["sonic_drop"] = true
end
if checkControl("hold", false) then
mino.finished = 2
gameState.antiControlRepeat["hold"] = true
didSlowAction = true
end
if checkControl("quit", false) then
gameState.topOut = true
gameState.antiControlRepeat["quit"] = true
didSlowAction = true
end
end
if checkControl("move_right", clientConfig.move_repeat_delay, clientConfig.move_repeat_interval) then
mino.Move(1, 0, true, true)
didSlowAction = true
if checkControl("rotate_left", false) then
mino.Rotate(-1, true)
gameState.antiControlRepeat["rotate_left"] = true
end
if checkControl("soft_drop", 0) then
mino.Move(0, gameState.gravity * clientConfig.soft_drop_multiplier, true, false)
didSlowAction = true
end
if checkControl("hard_drop", false) then
mino.Move(0, board.height, true, false)
mino.finished = true
didSlowAction = true
end
if checkControl("sonic_drop", false) then
mino.Move(0, board.height, true, true)
didSlowAction = true
if checkControl("rotate_right", false) then
mino.Rotate(1, true)
gameState.antiControlRepeat["rotate_right"] = true
end
end
if checkControl("rotate_left", false) then
mino.Rotate(-1, true)
end
if checkControl("rotate_right", false) then
mino.Rotate(1, true)
if checkControl("pause", false) then
gameState.paused = not gameState.paused
gameState.antiControlRepeat["pause"] = true
end
return didSlowAction
end
@ -772,17 +1003,13 @@ StartGame = function()
ghostMino.Move(0, board.height, true)
-- render board
render()
render(true)
evt = {os.pullEvent()}
if evt[1] == "key" and not evt[3] then
keysDown[evt[2]] = 1
if not didControlTick then
didControlTick = controlTick(gameState, false)
else
controlTick(gameState, true)
end
didControlTick = controlTick(gameState, false)
elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
end
@ -793,16 +1020,30 @@ StartGame = function()
for k,v in pairs(keysDown) do
keysDown[k] = 1 + v
end
if not didControlTick then
controlTick(gameState, false)
controlTick(gameState, didControlTick)
if not gameState.paused then
tick(gameState)
end
tick(gameState)
didControlTick = false
gameState.antiControlRepeat = {}
end
end
if gameState.topOut then
-- this will have a more elaborate game over sequence later
return
end
end
end
term.clear()
StartGame()
StartGame()
term.setCursorPos(1, scr_y - 1)
term.clearLine()
print("Thank you for playing!")
term.setCursorPos(1, scr_y - 0)
term.clearLine()
sleep(0.05)