diff --git a/ldris2.lua b/ldris2.lua index 112a8ec..5b802f6 100644 --- a/ldris2.lua +++ b/ldris2.lua @@ -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() \ No newline at end of file +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)