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Create ldris.lua

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--
-- ## ##### ###### ###### ######
-- ## ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ###
-- ## ## ## ###### ## ######
-- ## ## ## ## ## ## ###
-- ## ## ## ## ## ## ### ##
-- ##### ##### ## ## ###### ######
--
-- ComputerCraft port of Tetris
-- by LDDestroier
--
-- Supports wall kicking, holding, fast-dropping,
-- and ghost pieces.
--
-- TO-DO:
-- + Add multiplayer
-- + See if the line clearing animation is too resource-hoggy
-- + Add random color pulsation (for effect!)
local scr_x, scr_y = term.getSize()
local keysDown = {}
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
}
local tableCopy
tableCopy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
if type(v) == "table" then
output[k] = tableCopy(v)
else
output[k] = v
end
end
return output
end
-- sets up brown as colors.special, for palette swapping magic(k)
local _oldColors = tableCopy(colors)
colors.special = 1
colors.brown = nil -- brown is now white
if term.setPaletteColor then
colors.white = 4096
term.setPaletteColor(1, 0xf0f0f0)
term.setPaletteColor(4096, 0xf0f0f0)
end
-- 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)
board = board or {}
board.x = board.x or xpos or 1
board.y = board.y or ypos or 1
board.xSize = board.xSize or newXsize or 10
board.ySize = board.ySize or newYsize or 24
board.BGcolor = board.BGcolor or newBGcolor or "f"
for y = 1, board.ySize do
board[y] = board[y] or {}
for x = 1, board.xSize do
-- explanation on each space:
-- {
-- boolean; if true, the space is solid
-- string; the hex color of the space
-- number; the countdown until the space is made non-solid (inactive if 0)
-- number; the countdown until the space is colored to board.BGcolor (inactive if 0)
-- }
board[y][x] = board[y][x] or {false, board.BGcolor, 0, 0}
end
end
return board
end
-- tetramino information
-- don't tamper with this or I'll beat your ass so hard that war veterans would blush
local minos = {
[1] = { -- I-piece
canRotate = true,
shape = {
" ",
"3333",
" ",
" ",
}
},
[2] = { -- L-piece
canRotate = true,
shape = {
" 1",
"111",
" ",
}
},
[3] = { -- J-piece
canRotate = true,
shape = {
"b ",
"bbb",
" ",
}
},
[4] = { -- O-piece
canRotate = true,
shape = {
"44",
"44",
}
},
[5] = { -- T-piece
canRotate = true,
shape = {
" a ",
"aaa",
" ",
}
},
[6] = { -- Z-piece
canRotate = true,
shape = {
"ee ",
" ee",
" ",
}
},
[7] = { -- S-piece
canRotate = true,
shape = {
" 55",
"55 ",
" ",
}
},
["gameover"] = { -- special "mino" for game over
canRotate = false,
shape = {
" ccc ccc c c ccccc ccc c c ccccc cccc",
"c c c cc cc c c c c c c c c",
"c c c cc cc c c c c c c c c",
"c cc ccccc c c c cccc c c c c cccc cccc",
"c c c c c c c c c c c c c c",
"c c c c c c c c c c c c c c",
"c c c c c c c c c c c c c c",
" ccc c c c c ccccc ccc c ccccc c c",
}
}
}
-- converts blit colors to colors api, and back
local to_colors, to_blit = {
[' '] = 0,
['0'] = 1,
['1'] = 2,
['2'] = 4,
['3'] = 8,
['4'] = 16,
['5'] = 32,
['6'] = 64,
['7'] = 128,
['8'] = 256,
['9'] = 512,
['a'] = 1024,
['b'] = 2048,
['c'] = 4096,
['d'] = 8192,
['e'] = 16384,
['f'] = 32768,
}, {}
for k,v in pairs(to_colors) do
to_blit[v] = k
end
-- checks if (x, y) is a valid space on the board
local doesSpaceExist = function(board, x, y)
return (x >= 1 and x <= board.xSize) and (y >= 1 and y <= board.ySize)
end
-- checks if (x, y) is being occupied by a tetramino (or if it's off-board)
local isSpaceSolid = function(board, x, y)
if doesSpaceExist(board, x, y) then
return board[y][x][1]
else
return true
end
end
-- ticks down a space's timers, which can cause it to become non-solid or background-colored
local ageSpace = function(board, x, y)
if doesSpaceExist(board, x, y) then
-- make space non-solid if timer elapses
if board[y][x][3] ~= 0 then
board[y][x][3] = board[y][x][3] - 1
if board[y][x][3] == 0 then
board[y][x][1] = false
end
end
-- color space board.BGcolor if timer elapses
if board[y][x][4] ~= 0 then
board[y][x][4] = board[y][x][4] - 1
if board[y][x][4] == 0 then
board[y][x][2] = board.BGcolor
end
end
end
end
-- generates a "mino" object, which can be drawn and manipulated on a board
local makeNewMino = function(minoType, board, x, y, replaceColor)
local mino = tableCopy(minos[minoType])
if replaceColor then
for yy = 1, #mino.shape do
mino.shape[yy] = mino.shape[yy]:gsub("[^ ]", replaceColor)
end
end
-- what color the ghost mino will be
mino.ghostColor = 0x353535
mino.x = x
mino.y = y
mino.lockBreaks = 8 -- anti-infinite measure
mino.waitingForLock = false
mino.board = board
mino.minoType = minoType
-- checks to see if the mino is currently clipping with a solid board space (with the offset values)
mino.checkCollision = function(xOffset, yOffset)
local cx, cy
for y = 1, #mino.shape do
for x = 1, #mino.shape[y] do
cx = mino.x + x + (xOffset or 0)
cy = mino.y + y + (yOffset or 0)
if mino.shape[y]:sub(x,x) ~= " " then
if isSpaceSolid(mino.board, cx, cy) then
return true
end
end
end
end
return false
end
-- rotates a mino, and kicks it off a wall if need be
mino.rotate = function(direction)
local output = {}
local oldShape = tableCopy(mino.shape)
local origX, origY = mino.x, mino.y
for y = 1, #mino.shape do
output[y] = {}
for x = 1, #mino.shape[y] do
if direction == 1 then
output[y][x] = mino.shape[#mino.shape - (x - 1)]:sub(y,y)
elseif direction == -1 then
output[y][x] = mino.shape[x]:sub(-y, -y)
else
error("invalid rotation direction (must be 1 or -1)")
end
end
output[y] = table.concat(output[y])
end
mino.shape = output
if mino.checkCollision(0, 0) then
for y = 1, math.floor(#mino.shape) do
if not mino.checkCollision(0, -y) then
mino.y = mino.y - y
return
end
end
for x = 0, -math.floor(#mino.shape[1]), -1 do
if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return
end
end
for x = 0, math.floor(#mino.shape[1]) do
if not mino.checkCollision(x, 0) then
mino.x = mino.x + x
return
end
end
end
end
-- draws a mino onto a board; you'll still need to render the board, though
mino.draw = function(isSolid)
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] = {
isSolid or false,
mino.shape[y]:sub(x,x),
isSolid and 0 or 0,
isSolid and 0 or 1
}
end
end
end
end
end
-- moves a mino, making sure not to clip with solid board spaces
mino.move = function(x, y, doSlam)
if not mino.checkCollision(x, y) then
mino.x = mino.x + x
mino.y = mino.y + y
return true
elseif doSlam then
for sx = 0, x, math.abs(x) / x do
if mino.checkCollision(sx, 0) then
mino.x = mino.x + sx - math.abs(x) / x
break
end
end
for sy = 0, y, math.abs(y) / y do
if mino.checkCollision(0, sy) then
mino.y = mino.y + sy - math.abs(y) / y
break
end
end
else
return false
end
end
return mino
end
-- initialize players
local initializePlayers = function()
game.p[1] = {
board = clearBoard({}, 2, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 13, 14, 4, 4, "f"),
queueBoard = clearBoard({}, 13, 2, 4, 14, "f"),
hold = 0,
canHold = true,
queue = {},
lines = 0,
combo = 0,
}
game.p[2] = {
board = clearBoard({}, 18, 2, 10, 24, "f"),
holdBoard = clearBoard({}, 29, 14, 4, 4, "f"),
queueBoard = clearBoard({}, 29, 2, 4, 14, "f"),
hold = 0,
canHold = true,
queue = {},
lines = 0,
combo = 0,
}
-- 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)
end
end
end
-- actually renders a board to the screen
local renderBoard = function(board, bx, by, doAgeSpaces)
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]
if board[y + 1] then
line[3] = line[3] .. board[y + 1][x][2]
else
line[3] = line[3] .. board.BGcolor
end
end
term.blit(line[1], line[2], line[3])
line = {("\131"):rep(board.xSize),"",""}
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]
elseif board[y + 1] then
line[2] = line[2] .. board[y + 1][x][2]
line[3] = line[3] .. board.BGcolor
else
line[2] = line[2] .. board.BGcolor
line[3] = line[3] .. board.BGcolor
end
end
term.blit(line[1], line[2], line[3])
tY = tY + 2
end
if doAgeSpaces then
for y = 1, board.ySize do
for x = 1, board.xSize do
ageSpace(board, x, y)
end
end
end
end
-- checks if you've done the one thing in tetris that you need to be doing
local checkIfLineCleared = function(board, y)
for x = 1, board.xSize do
if not board[y][x][1] then
return false
end
end
return true
end
-- draws the score of a player, and clears the space where the combo text is drawn
local drawScore = function(player)
term.setCursorPos(2, 18)
term.setTextColor(1)
term.write((" "):rep(16))
term.setCursorPos(2, 18)
term.write("Lines: " .. player.lines)
term.setCursorPos(2, 19)
term.write((" "):rep(16))
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)
term.setCursorPos(2, 18)
term.setTextColor(4096)
term.write((" "):rep(16))
local msgs = {
"SINGLE",
"DOUBLE",
"TRIPLE",
"TETRIS"
}
term.setCursorPos(2, 18)
term.write(msgs[lines])
if player.combo >= 2 then
term.setCursorPos(2, 19)
term.setTextColor(1)
term.write((" "):rep(16))
term.setCursorPos(2, 19)
term.write(player.combo .. "x COMBO")
end
end
-- god damn it you've fucked up
local gameOver = function(player)
local mino = makeNewMino("gameover", player.board, 12, 3)
local color = 0
for i = 1, 130 do
if i % 2 == 0 then
mino.x = mino.x - 1
end
mino.draw()
renderBoard(player.board, 0, 0, true)
for i = 1, 200 do
color = color + 0.001
term.setPaletteColor(4096, math.sin(color) / 2 + 0.5, math.sin(color) / 2, math.sin(color) / 2)
end
sleep(0.05)
end
return
end
-- initiates a game as a specific player (takes a number)
local startGame = function(playerNumber)
term.setBackgroundColor(colors.gray)
term.clear()
initializePlayers()
local mino, ghostMino
local dropTimer, inputTimer, lockTimer
local evt, board, player
local clearedLines = {}
player = game.p[playerNumber]
board = player.board
local draw = function(isSolid)
term.setPaletteColor(4096, mino.ghostColor)
ghostMino.x = mino.x
ghostMino.y = mino.y
ghostMino.move(0, board.ySize, true)
ghostMino.draw(false)
mino.draw(isSolid)
renderBoard(board, 0, 0, true)
end
local currentMinoType
local takeFromQueue = true
term.setCursorPos(13, 13)
term.write("HOLD")
renderBoard(player.holdBoard, 0, 0, true)
while true do
if takeFromQueue then
currentMinoType = player.queue[1]
end
mino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
0
)
ghostMino = makeNewMino(
currentMinoType,
board,
math.floor(board.xSize / 2) - 2,
0,
"c"
)
if takeFromQueue then
table.remove(player.queue, 1)
table.insert(player.queue, pseudoRandom(1, #minos))
end
-- draw queue
for i = 1, math.min(#player.queue, 4) do
local m = makeNewMino(
player.queue[i],
player.queueBoard,
#minos[player.queue[i]].shape[1] == 2 and 1 or 0,
1 + (3 * (i - 1)) + (i > 1 and 2 or 0)
)
m.draw()
end
renderBoard(player.queueBoard, 0, 0, true)
-- draw held piece
if player.hold ~= 0 then
local m = makeNewMino(
player.hold,
player.holdBoard,
#minos[player.hold].shape[1] == 2 and 1 or 0,
1
)
end
dropTimer = os.startTimer(game.fallDelay)
inputTimer = os.startTimer(game.inputDelay)
os.cancelTimer(lockTimer or 0)
takeFromQueue = true
drawScore(player)
-- check to see if you've lost
if mino.checkCollision() then
gameOver(player)
return
end
draw()
-- drop a piece
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == keys.q then
return
elseif evt[2] == keys.x then
mino.rotate(1)
ghostMino.rotate(1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
elseif evt[2] == keys.z then
mino.rotate(-1)
ghostMino.rotate(-1)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if evt[3] == false then
if evt[2] == keys.left 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] == keys.right 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] == keys.up then
mino.move(0, board.ySize, true)
draw(true)
player.canHold = true
break
elseif evt[2] == keys.a 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
end
end
end
elseif evt[1] == "timer" then
if evt[2] == inputTimer then
inputTimer = os.startTimer(game.inputDelay)
if keysDown[keys.left] == 2 then
mino.move(-1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[keys.right] == 2 then
mino.move(1, 0)
os.cancelTimer(lockTimer or 0)
mino.waitingForLock = false
draw()
end
if keysDown[keys.down] 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
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
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
clearedLines = {}
for y = 1, board.ySize do
if checkIfLineCleared(board, y) then
table.insert(clearedLines, y)
end
end
if #clearedLines == 0 then
if player.canHold then
player.combo = 0
end
else
player.combo = player.combo + 1
player.lines = player.lines + #clearedLines
drawComboMessage(player, #clearedLines)
for i = 1, 0, -0.002 do
term.setPaletteColor(4096, i,i,i)
for l = 1, #clearedLines do
for x = 1, board.xSize do
board[clearedLines[l]][x][2] = "c"
end
end
renderBoard(board, 0, 0, true)
end
for i = #clearedLines, 1, -1 do
table.remove(board, clearedLines[i])
end
for i = 1, #clearedLines do
table.insert(board, 1, false)
end
board = clearBoard(board)
end
end
end
-- records all key input
local getInput = function()
local evt
local keyTimer = {}
local timerKey = {}
while true do
evt = {os.pullEvent()}
if evt[1] == "key" and evt[3] == false then
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] == "key_up" then
keysDown[evt[2]] = nil
os.cancelTimer(timerKey[evt[2]] or 0)
keyTimer[timerKey[evt[2]] or 0] = nil
timerKey[evt[2]] = nil
end
end
end
local main = function()
startGame(1)
end
parallel.waitForAny(main, getInput)
-- reset colors back from whence it came
colors.special = nil
for k,v in pairs(_oldColors) do
colors[k] = v
end
term.setBackgroundColor(colors.black)
term.setTextColor(colors.white)
term.setCursorPos(1, scr_y)
term.clearLine()
sleep(0)