mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-08 19:09:58 +00:00
4b2ecc6926
Dunno how I forgot that before
1058 lines
30 KiB
Lua
1058 lines
30 KiB
Lua
--[[
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,--,
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,---.'|
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| | : ,---, ,-.----. ,---, .--.--. ,----,
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: : | .' .' `\ \ / \ ,`--.' | / / '. .' .' \
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| ' : ,---.' \ ; : \ | : : | : /`. / ,----,' |
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; ; ' | | .`\ | | | .\ : : | ' ; | |--` | : . ;
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' | |__ : : | ' | . : |: | | : | | : ;_ ; |.' /
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| | :.'| | ' ' ; : | | \ : ' ' ; \ \ `. `----'/ ;
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' : ; ' | ; . | | : . / | | | `----. \ / ; /
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| | ./ | | : | ' ; | | \ ' : ; __ \ \ | ; / /-,
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; : ; ' : | / ; | | ;\ \ | | ' / /`--' / / / /.`|
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| ,/ | | '` ,/ : ' | \.' ' : | '--'. / ./__; :
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'---' ; : .' : : :-' ; |.' `--'---' | : .'
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| ,.' | |.' '---' ; | .'
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'---' `---' `---'
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LDRIS 2 (Work in Progress)
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Current features:
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+ Legitimate SRS rotation!
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+ Line clearing! Crazy!
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+ 7bag randomization!
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+ Decent fucking controls!
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+ Ghost piece!
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+ Piece holding!
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+ Piece queue! It's even animated!
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To-do:
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+ Add score, and let lineclears and piece dropping add to it
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+ Add an actual menu, and not that shit LDRIS 1 had
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+ Multiplayer, as well as an implementation of garbage
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+ Cheese race mode
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+ Change color palletes so that the ghost piece isn't the color of dirt
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+ Add in-game menu for changing controls (some people can actually tolerate guideline)
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--]]
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local scr_x, scr_y = term.getSize()
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-- client config can be changed however you please
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local clientConfig = {
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controls = {
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rotate_left = keys.z, -- by left, I mean counter-clockwise
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rotate_right = keys.x, -- by right, I mean clockwise
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move_left = keys.left,
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move_right = keys.right,
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soft_drop = keys.down,
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hard_drop = keys.up,
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sonic_drop = keys.space,
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hold = keys.leftShift,
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pause = keys.p,
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restart = keys.r,
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open_chat = keys.t,
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quit = keys.q,
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},
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soft_drop_multiplier = 4.0, -- (SDF) the factor in which soft dropping effects the gravity
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move_repeat_delay = 0.25, -- (DAS) amount of time you must be holding the movement keys for it to start repeatedly moving (seconds)
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move_repeat_interval = 0.05, -- (ARR) speed at which the pieces move when holding the movement keys (seconds per tick)
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appearance_delay = 0, -- (ARE) amount of seconds it will take for the next piece to arrive after the current one locks into place
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lock_delay = 0.5, -- (Lock Delay) amount of seconds it will take for a resting mino to lock into placed
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queue_length = 5, -- amount of pieces visible in the queue (limited by size of UI)
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}
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-- ideally, only clients with IDENTICAL game configs should face one another
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local gameConfig = {
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minos = {}, -- list of all the minos (pieces) that will spawn into the board
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kickTables = {}, -- list of all kick tables for pieces
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currentKickTable = "SRS", -- current kick table
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randomBag = "singlebag", -- current pseudorandom number generator
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-- "singlebag" = normal tetris guideline random
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-- "doublebag" = doubled bag size
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-- "random" = using math.random
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board_width = 10, -- width of play area
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board_height = 40, -- height of play area
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board_height_visible = 20, -- height of play area that will render on screen (anchored to bottom)
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spin_mode = 1, -- 1 = allows T-spins
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-- 2 = allows J/L-spins
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-- 3 = allows ALL SPINS! Similar to STUPID mode in tetr.io
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can_rotate = true, -- if false, will disallow ALL piece rotation (meme mode)
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startingGravity = 0.15, -- gravity per tick for minos
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lock_move_limit = 30, -- amount of moves a mino can do after descending below its lowest point yet traversed
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-- used as a method of preventing stalling -- set it to math.huge for infinite
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}
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local switch = function(check)
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return function(cases)
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if type(cases[check]) == "function" then
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return cases[check]()
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elseif type(cases["default"] == "function") then
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return cases["default"]()
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end
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end
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end
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-- current state of the game; can be used to perfectly recreate the current scene of a game
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-- that includes board and mino objects, bitch
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gameState = {}
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--[[
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(later, I'll probably store mino data in a separate file)
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spinID: 1 = considered a "T" piece, can be spun
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2 = considered a "J" or "L" piece, can be spun if that's allowed
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3 = considered every other piece, can be spun if STUPID mode is on
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]]
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do -- define minos
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gameConfig.minos[1] = {
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shape = {
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" ",
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"@@@@",
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" ",
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" ",
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},
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spinID = 3,
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color = "3",
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name = "I",
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kickID = 2,
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}
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gameConfig.minos[2] = {
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shape = {
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" @ ",
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"@@@",
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" ",
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},
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spinID = 1,
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color = "a",
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name = "I",
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kickID = 1,
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}
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gameConfig.minos[3] = {
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shape = {
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" @",
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"@@@",
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" ",
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},
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spinID = 2,
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color = "1",
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name = "L",
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kickID = 1,
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}
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gameConfig.minos[4] = {
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shape = {
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"@ ",
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"@@@",
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" ",
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},
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spinID = 2,
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color = "b",
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name = "J",
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kickID = 1,
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}
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gameConfig.minos[5] = {
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shape = {
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"@@",
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"@@",
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},
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spinID = 3,
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color = "4",
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name = "O",
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kickID = 2,
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spawnOffsetX = 1,
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}
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gameConfig.minos[6] = {
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shape = {
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" @@",
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"@@ ",
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" ",
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},
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spinID = 2,
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color = "5",
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name = "S",
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kickID = 1,
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}
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gameConfig.minos[7] = {
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shape = {
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"@@ ",
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" @@",
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" ",
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},
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spinID = 2,
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color = "e",
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name = "Z",
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kickID = 1,
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}
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end
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do -- define SRS kick table
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gameConfig.kickTables["SRS"] = {
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[1] = {}, -- used on J, L, S, T, Z tetraminos
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[2] = {}, -- used on I tetraminos
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}
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local srs = gameConfig.kickTables["SRS"]
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srs[1] = {
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["01"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
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["10"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
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["12"] = {{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}},
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["21"] = {{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}},
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["23"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
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["32"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
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["30"] = {{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}},
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["03"] = {{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}},
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["02"] = {{ 0, 0}, { 0, 1}, { 1, 1}, {-1, 1}, { 1, 0}, {-1, 0}},
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["13"] = {{ 0, 0}, { 1, 0}, { 1, 2}, { 1, 1}, { 0, 2}, { 0, 1}},
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["20"] = {{ 0, 0}, { 0,-1}, {-1,-1}, { 1,-1}, {-1, 0}, { 1, 0}},
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["31"] = {{ 0, 0}, {-1, 0}, {-1, 2}, {-1, 1}, { 0, 2}, { 0, 1}},
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}
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srs[2] = {
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["01"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
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["10"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
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["12"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
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["21"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
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["23"] = {{ 0, 0}, { 2, 0}, {-1, 0}, { 2, 1}, {-1,-2}},
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["32"] = {{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 2}},
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["30"] = {{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}},
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["03"] = {{ 0, 0}, {-1, 0}, { 2, 0}, {-1, 2}, { 2,-1}},
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["02"] = {{ 0, 0}},
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["13"] = {{ 0, 0}},
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["20"] = {{ 0, 0}},
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["31"] = {{ 0, 0}},
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}
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end
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-- returns a number that's capped between 'min' and 'max', inclusively
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local function between(number, min, max)
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return math.min(math.max(number, min), max)
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end
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-- copies the contents of a table
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table.copy = function(tbl)
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local output = {}
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for k,v in pairs(tbl) do
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output[k] = type(v) == "table" and table.copy(v) or v
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end
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return output
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end
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local stringrep = string.rep
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-- generates a new board, on which polyominos can be placed and interact
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local makeNewBoard = function(x, y, width, height)
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local board = {}
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board.contents = {}
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board.height = height or gameConfig.board_height
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board.width = width or gameConfig.board_width
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board.x = x
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board.y = y
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board.blankColor = "7" -- color if no minos are in that spot
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board.transparentColor = "f" -- color if the board tries to render where there is no board
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board.garbageColor = "8"
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board.visibleHeight = height and math.floor(height / 2) or gameConfig.board_height_visible
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for y = 1, board.height do
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board.contents[y] = stringrep(board.blankColor, width)
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end
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board.Write = function(x, y, color)
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x = math.floor(x)
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y = math.floor(y)
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board.contents[y] = board.contents[y]:sub(1, x - 1) .. color .. board.contents[y]:sub(x + 1)
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end
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board.AddGarbage = function(amount)
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local changePercent = 00 -- higher the percent, the more likely it is that subsequent rows of garbage will have a different hole
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local holeX = math.random(1, board.width)
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for y = amount, board.height do
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board.contents[y - amount + 1] = board.contents[y]
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end
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for y = board.height, board.height - amount + 1, -1 do
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board.contents[y] = stringrep(board.garbageColor, holeX - 1) .. board.blankColor .. stringrep(board.garbageColor, board.width - holeX)
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if math.random(1, 100) <= changePercent then
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holeX = math.random(1, board.width)
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end
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end
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end
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board.Clear = function(color)
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color = color or board.blankColor
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for y = 1, board.height do
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board.contents[y] = stringrep(color, board.width)
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end
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end
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-- used for sending board data over the network
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board.serialize = function(includeInit)
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return textutils.serialize({
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x = includeInit and board.x or nil,
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y = includeInit and board.y or nil,
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height = includeInit and board.height or nil,
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width = includeInit and board.width or nil,
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blankColor = includeInit and board.blankColor or nil,
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visibleHeight = board.visibleHeight or nil,
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contents = board.contents
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})
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end
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board.Render = function(...) -- takes list of minos that it will render atop the board
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local charLine1 = stringrep("\131", board.width)
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local charLine2 = stringrep("\143", board.width)
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local transparentLine = stringrep(board.transparentColor, board.width)
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local colorLine1, colorLine2, colorLine3
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local minoColor1, minoColor2, minoColor3
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local minos = {...}
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local mino
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local tY = board.y + math.floor((board.height - board.visibleHeight) * (2 / 3)) - 2
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for y = board.height, 1 + (board.height - board.visibleHeight), -3 do
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colorLine1, colorLine2, colorLine3 = "", "", ""
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for x = 1, board.width do
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minoColor1, minoColor2, minoColor3 = nil, nil, nil
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for i = 1, #minos do
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mino = minos[i]
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if mino.visible then
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if mino.CheckSolid(x, y - 0, true) then
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minoColor1 = mino.color
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end
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if mino.CheckSolid(x, y - 1, true) then
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minoColor2 = mino.color
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end
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if mino.CheckSolid(x, y - 2, true) then
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minoColor3 = mino.color
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end
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end
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end
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colorLine1 = colorLine1 .. (minoColor1 or ((board.contents[y - 0] and board.contents[y - 0]:sub(x, x)) or board.blankColor))
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colorLine2 = colorLine2 .. (minoColor2 or ((board.contents[y - 1] and board.contents[y - 1]:sub(x, x)) or board.blankColor))
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colorLine3 = colorLine3 .. (minoColor3 or ((board.contents[y - 2] and board.contents[y - 2]:sub(x, x)) or board.blankColor))
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end
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if (y - 0) <= (board.height - board.visibleHeight) then
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colorLine1 = transparentLine
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end
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if (y - 1) <= (board.height - board.visibleHeight) then
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colorLine2 = transparentLine
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end
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if (y - 2) <= (board.height - board.visibleHeight) then
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colorLine3 = transparentLine
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end
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine1, colorLine2, colorLine1)
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tY = tY - 1
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term.setCursorPos(board.x, board.y + tY)
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term.blit(charLine2, colorLine3, colorLine2)
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tY = tY - 1
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end
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end
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return board
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end
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local makeNewMino = function(minoID, board, xPos, yPos, oldeMino)
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local mino = oldeMino or {}
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if not gameConfig.minos[minoID] then
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error("tried to spawn mino with invalid ID '" .. tostring(minoID) .. "'")
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else
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mino.shape = gameConfig.minos[minoID].shape
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mino.spinID = gameConfig.minos[minoID].spinID
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mino.kickID = gameConfig.minos[minoID].kickID
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mino.color = gameConfig.minos[minoID].color
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mino.name = gameConfig.minos[minoID].name
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end
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mino.finished = false
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mino.active = true
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mino.spawnTimer = 0
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mino.visible = true
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mino.height = #mino.shape
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mino.width = #mino.shape[1]
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mino.minoID = minoID
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mino.x = xPos
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mino.y = yPos
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mino.xFloat = 0
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mino.yFloat = 0
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mino.board = board
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mino.rotation = 0
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mino.resting = false
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mino.lockTimer = 0
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mino.movesLeft = gameConfig.lock_move_limit
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mino.yHighest = mino.y
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mino.serialize = function(includeInit)
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return textutils.serialize({
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minoID = includeInit and mino.minoID or nil,
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rotation = mino.rotation,
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x = x,
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y = y,
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})
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end
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-- takes absolute position (x, y) on board, and returns true if it exists within the bounds of the board
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local DoesSpotExist = function(x, y)
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return (
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x >= 1 and
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x <= board.width and
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y >= 1 and
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y <= board.height
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)
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end
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-- checks if the mino is colliding with solid objects on its board, shifted by xMod and/or yMod (default 0)
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-- if doNotCountBorder == true, the border of the board won't be considered as solid
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-- returns true if it IS colliding, and false if it is not
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mino.CheckCollision = function(xMod, yMod, doNotCountBorder, round)
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local cx, cy -- represents position on board
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round = round or math.floor
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for y = 1, mino.height do
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for x = 1, mino.width do
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cx = round(-1 + x + mino.x + xMod)
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cy = round(-1 + y + mino.y + yMod)
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if DoesSpotExist(cx, cy) then
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if mino.board.contents[cy]:sub(cx, cx) ~= mino.board.blankColor and mino.CheckSolid(x, y) then
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return true
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end
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elseif (not doNotCountBorder) and mino.CheckSolid(x, y) then
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return true
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end
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end
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end
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return false
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end
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-- checks whether or not the (x, y) position of the mino's shape is solid.
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mino.CheckSolid = function(x, y, relativeToBoard)
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if relativeToBoard then
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x = x - mino.x + 1
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y = y - mino.y + 1
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end
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x = math.floor(x)
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y = math.floor(y)
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if y >= 1 and y <= mino.height and x >= 1 and x <= mino.width then
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return mino.shape[y]:sub(x, x) ~= " "
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else
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return false
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end
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end
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-- direction = 1: clockwise
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-- direction = -1: counter-clockwise
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mino.Rotate = function(direction, expendLockMove)
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local oldShape = table.copy(mino.shape)
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local kickTable = gameConfig.kickTables[gameConfig.currentKickTable]
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local output = {}
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local success = false
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local newRotation = ((mino.rotation + direction + 1) % 4) - 1
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local kickRotTranslate = {
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[-1] = "3",
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[ 0] = "0",
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[ 1] = "1",
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[ 2] = "2",
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}
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if mino.active then
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-- get the specific offset table for the type of rotation based on the mino type
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local kickX, kickY
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local kickRot = kickRotTranslate[mino.rotation] .. kickRotTranslate[newRotation]
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-- translate the mino piece
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for y = 1, mino.width do
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output[y] = ""
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for x = 1, mino.height do
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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
|
|
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
|
|
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
|
|
|
|
return success
|
|
end
|
|
|
|
mino.Move = function(x, y, doSlam, expendLockMove)
|
|
local didSlam
|
|
local didCollide = false
|
|
local didMoveX = true
|
|
local didMoveY = true
|
|
local step, round
|
|
|
|
if mino.active then
|
|
|
|
if doSlam then
|
|
|
|
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
|
|
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
|
|
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 = 1
|
|
end
|
|
else
|
|
mino.lockTimer = clientConfig.lock_delay
|
|
end
|
|
end
|
|
else
|
|
didMoveX = false
|
|
didMoveY = false
|
|
end
|
|
|
|
return didCollide, didMoveX, didMoveY, yHighestDidChange
|
|
end
|
|
|
|
-- writes the mino to the board
|
|
mino.Write = function()
|
|
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
|
|
end
|
|
|
|
return mino
|
|
end
|
|
|
|
local random_bag = {}
|
|
|
|
local pseudoRandom = function()
|
|
return switch(gameConfig.randomBag) {
|
|
["random"] = function()
|
|
return math.random(1, #gameConfig.minos)
|
|
end,
|
|
["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,
|
|
["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
|
|
|
|
local handleLineClears = function(gameState)
|
|
local mino, board = gameState.mino, gameState.board
|
|
|
|
-- get list of full lines
|
|
local clearedLines = {lookup = {}}
|
|
for y = 1, board.height do
|
|
if not board.contents[y]:find(board.blankColor) then
|
|
clearedLines[#clearedLines + 1] = y
|
|
clearedLines.lookup[y] = true
|
|
end
|
|
end
|
|
|
|
-- clear the lines, baby
|
|
if #clearedLines > 0 then
|
|
local newContents = {}
|
|
local i = board.height
|
|
for y = board.height, 1, -1 do
|
|
if not clearedLines.lookup[y] then
|
|
newContents[i] = board.contents[y]
|
|
i = i - 1
|
|
end
|
|
end
|
|
for y = 1, #clearedLines do
|
|
newContents[y] = stringrep(board.blankColor, board.width)
|
|
end
|
|
gameState.board.contents = newContents
|
|
end
|
|
|
|
gameState.linesCleared = gameState.linesCleared + #clearedLines
|
|
|
|
return clearedLines
|
|
|
|
end
|
|
|
|
StartGame = function()
|
|
gameState = {
|
|
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 = {},
|
|
linesCleared = 0,
|
|
}
|
|
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 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(
|
|
nextPiece,
|
|
gameState.board,
|
|
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)
|
|
|
|
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(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)
|
|
local doCheckStuff = false
|
|
local doAnimateQueue = false
|
|
local doMakeNewMino = false
|
|
|
|
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 not mino.finished then
|
|
mino.resting = (not didMoveY) and mino.CheckCollision(0, 1)
|
|
|
|
if yHighestDidChange then
|
|
mino.movesLeft = gameConfig.lock_move_limit
|
|
end
|
|
|
|
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
|
|
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()
|
|
|
|
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 - 2)
|
|
term.clearLine()
|
|
term.write("Lines cleared: " .. gameState.linesCleared)
|
|
|
|
term.setCursorPos(2, scr_y - 1)
|
|
term.clearLine()
|
|
term.write("Moves: " .. mino.movesLeft .. ", TimeToLock: " .. mino.lockTimer)
|
|
|
|
term.setCursorPos(2, scr_y - 0)
|
|
term.clearLine()
|
|
term.write("Position: (" .. mino.x .. ":" .. mino.xFloat .. ", " .. mino.y .. "), Subheight: " .. mino.yFloat)
|
|
|
|
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
|
|
)
|
|
)
|
|
else
|
|
return keysDown[clientConfig.controls[controlName]] == 1
|
|
end
|
|
end
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
local controlTick = function(gameState, onlyFastActions)
|
|
local dc, dmx, dmy -- did collide, did move X, did move Y
|
|
local didSlowAction = false
|
|
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("rotate_left", false) then
|
|
mino.Rotate(-1, true)
|
|
gameState.antiControlRepeat["rotate_left"] = true
|
|
end
|
|
if checkControl("rotate_right", false) then
|
|
mino.Rotate(1, true)
|
|
gameState.antiControlRepeat["rotate_right"] = true
|
|
end
|
|
end
|
|
if checkControl("pause", false) then
|
|
gameState.paused = not gameState.paused
|
|
gameState.antiControlRepeat["pause"] = true
|
|
end
|
|
return didSlowAction
|
|
end
|
|
|
|
local tickTimer = os.startTimer(tickDelay)
|
|
local evt
|
|
local didControlTick = false
|
|
|
|
while true do
|
|
|
|
-- handle ghost piece
|
|
ghostMino.color = "c"
|
|
ghostMino.shape = mino.shape
|
|
ghostMino.x = mino.x
|
|
ghostMino.y = mino.y
|
|
ghostMino.Move(0, board.height, true)
|
|
|
|
-- render board
|
|
render(true)
|
|
|
|
evt = {os.pullEvent()}
|
|
|
|
if evt[1] == "key" and not evt[3] then
|
|
keysDown[evt[2]] = 1
|
|
didControlTick = controlTick(gameState, false)
|
|
elseif evt[1] == "key_up" then
|
|
keysDown[evt[2]] = nil
|
|
end
|
|
|
|
if evt[1] == "timer" then
|
|
if evt[2] == tickTimer then
|
|
tickTimer = os.startTimer(0.05)
|
|
for k,v in pairs(keysDown) do
|
|
keysDown[k] = 1 + v
|
|
end
|
|
controlTick(gameState, didControlTick)
|
|
if not gameState.paused then
|
|
tick(gameState)
|
|
end
|
|
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()
|
|
|
|
term.setCursorPos(1, scr_y - 1)
|
|
term.clearLine()
|
|
print("Thank you for playing!")
|
|
term.setCursorPos(1, scr_y - 0)
|
|
term.clearLine()
|
|
|
|
sleep(0.05)
|