mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-12 13:00:01 +00:00
879 lines
21 KiB
Lua
879 lines
21 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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-- ComputerCraft port of Tetris
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-- by LDDestroier
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--
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-- Supports wall kicking, holding, fast-dropping,
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-- and ghost pieces.
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--
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-- TO-DO:
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-- + Add multiplayer
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-- + Add random color pulsation (for effect!)
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local scr_x, scr_y = term.getSize()
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local keysDown = {}
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local game = {
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p = {}, -- stores player information
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paused = false, -- whether or not game is paused
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canPause = true, -- if false, cannot pause game (such as in online multiplayer)
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inputDelay = 0.05, -- amount of time between each input
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control = {
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moveLeft = keys.left,
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moveRight = keys.right,
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moveDown = keys.down,
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rotateLeft = keys.z,
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rotateRight = keys.x,
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fastDrop = keys.up,
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hold = keys.leftShift,
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quit = keys.q
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},
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timers = {},
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timerNo = 1
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}
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game.startTimer = function(duration)
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game.timers[game.timerNo] = duration
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game.timerNo = game.timerNo + 1
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return game.timerNo - 1
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end
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game.cancelTimer = function(tID)
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game.timers[tID or 0] = nil
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end
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local tableCopy
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tableCopy = function(tbl)
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local output = {}
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for k,v in pairs(tbl) do
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if type(v) == "table" then
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output[k] = tableCopy(v)
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else
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output[k] = v
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end
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end
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return output
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end
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-- sets up brown as colors.special, for palette swapping magic(k)
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local tColors = tableCopy(colors)
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tColors.white = 1
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tColors.brown = nil -- brown is now white
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tColors.special = 4096
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term.setPaletteColor(tColors.special, 0xf0f0f0)
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term.setPaletteColor(tColors.white, 0xf0f0f0)
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-- initializes and fixes up a board
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-- boards are 2D objects that can display perfectly square graphics
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local clearBoard = function(board, xpos, ypos, newXsize, newYsize, newBGcolor)
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board = board or {}
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board.x = board.x or xpos or 1
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board.y = board.y or ypos or 1
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board.xSize = board.xSize or newXsize or 10
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board.ySize = board.ySize or newYsize or 24
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board.BGcolor = board.BGcolor or newBGcolor or "f"
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for y = 1, board.ySize do
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board[y] = board[y] or {}
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for x = 1, board.xSize do
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-- explanation on each space:
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-- {
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-- boolean; if true, the space is solid
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-- string; the hex color of the space
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-- number; the countdown until the space is made non-solid (inactive if 0)
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-- number; the countdown until the space is colored to board.BGcolor (inactive if 0)
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-- }
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board[y][x] = board[y][x] or {false, board.BGcolor, 0, 0}
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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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-- tetramino information
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-- don't tamper with this or I'll beat your ass so hard that war veterans would blush
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local minos = {
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[1] = { -- I-piece
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canRotate = true,
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shape = {
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" ",
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"3333",
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" ",
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" ",
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}
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},
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[2] = { -- L-piece
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canRotate = true,
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shape = {
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" 1",
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"111",
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" ",
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}
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},
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[3] = { -- J-piece
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canRotate = true,
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shape = {
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"b ",
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"bbb",
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" ",
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}
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},
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[4] = { -- O-piece
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canRotate = true,
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shape = {
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"44",
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"44",
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}
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},
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[5] = { -- T-piece
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canRotate = true,
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shape = {
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" a ",
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"aaa",
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" ",
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}
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},
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[6] = { -- Z-piece
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canRotate = true,
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shape = {
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"ee ",
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" ee",
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" ",
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}
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},
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[7] = { -- S-piece
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canRotate = true,
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shape = {
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" 55",
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"55 ",
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" ",
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}
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},
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["gameover"] = { -- special "mino" for game over
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canRotate = false,
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shape = {
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" ccc ccc c c ccccc ccc c c ccccc cccc",
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"c c c cc cc c c c c c c c c",
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"c c c cc cc c c c c c c c c",
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"c cc ccccc c c c cccc c c c c cccc cccc",
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"c c c c c c c c c c c c c c",
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"c c c c c c c c c c c c c c",
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"c c c c c c c c c c c c c c",
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" ccc c c c c ccccc ccc c ccccc c c",
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}
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}
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}
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-- converts blit colors to colors api, and back
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local to_colors, to_blit = {
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[' '] = 0,
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['0'] = 1,
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['1'] = 2,
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['2'] = 4,
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['3'] = 8,
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['4'] = 16,
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['5'] = 32,
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['6'] = 64,
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['7'] = 128,
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['8'] = 256,
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['9'] = 512,
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['a'] = 1024,
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['b'] = 2048,
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['c'] = 4096,
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['d'] = 8192,
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['e'] = 16384,
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['f'] = 32768,
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}, {}
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for k,v in pairs(to_colors) do
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to_blit[v] = k
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end
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-- checks if (x, y) is a valid space on the board
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local doesSpaceExist = function(board, x, y)
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return (x >= 1 and x <= board.xSize) and (y >= 1 and y <= board.ySize)
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end
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-- checks if (x, y) is being occupied by a tetramino (or if it's off-board)
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local isSpaceSolid = function(board, _x, _y)
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local x, y = math.floor(_x), math.floor(_y)
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if doesSpaceExist(board, x, y) then
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return board[y][x][1]
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else
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return true
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end
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end
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-- ticks down a space's timers, which can cause it to become non-solid or background-colored
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local ageSpace = function(board, _x, _y)
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local x, y = math.floor(_x), math.floor(_y)
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if doesSpaceExist(board, x, y) then
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-- make space non-solid if timer elapses
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if board[y][x][3] ~= 0 then
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board[y][x][3] = board[y][x][3] - 1
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if board[y][x][3] == 0 then
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board[y][x][1] = false
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end
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end
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-- color space board.BGcolor if timer elapses
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if board[y][x][4] ~= 0 then
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board[y][x][4] = board[y][x][4] - 1
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if board[y][x][4] == 0 then
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board[y][x][2] = board.BGcolor
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end
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end
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end
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end
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-- generates a "mino" object, which can be drawn and manipulated on a board
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local makeNewMino = function(minoType, board, x, y, replaceColor)
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local mino = tableCopy(minos[minoType])
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if replaceColor then
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for yy = 1, #mino.shape do
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mino.shape[yy] = mino.shape[yy]:gsub("[^ ]", replaceColor)
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end
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end
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-- what color the ghost mino will be
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mino.ghostColor = 0x353535
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mino.x = x
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mino.y = y
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mino.lockBreaks = 16 -- anti-infinite measure
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mino.waitingForLock = false
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mino.board = board
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mino.minoType = minoType
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-- checks to see if the mino is currently clipping with a solid board space (with the offset values)
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mino.checkCollision = function(xOffset, yOffset)
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local cx, cy
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for y = 1, #mino.shape do
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for x = 1, #mino.shape[y] do
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cx = mino.x + x + (xOffset or 0)
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cy = mino.y + y + (yOffset or 0)
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if mino.shape[y]:sub(x,x) ~= " " then
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if isSpaceSolid(mino.board, cx, cy) 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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end
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return false
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end
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-- rotates a mino, and kicks it off a wall if need be
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mino.rotate = function(direction)
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local output = {}
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local oldShape = tableCopy(mino.shape)
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local origX, origY = mino.x, mino.y
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for y = 1, #mino.shape do
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output[y] = {}
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for x = 1, #mino.shape[y] do
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if direction == 1 then
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output[y][x] = mino.shape[#mino.shape - (x - 1)]:sub(y,y)
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elseif direction == -1 then
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output[y][x] = mino.shape[x]:sub(-y, -y)
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else
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error("invalid rotation direction (must be 1 or -1)")
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end
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end
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output[y] = table.concat(output[y])
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end
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mino.shape = output
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-- try to kick off wall/floor
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if mino.checkCollision(0, 0) then
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-- try T-spin triple rotation
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if not mino.checkCollision(-direction, 2) then
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mino.y = mino.y + 2
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mino.x = mino.x - direction
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return true
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end
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-- kick off floor
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for y = 1, math.floor(#mino.shape) do
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if not mino.checkCollision(0, -y) then
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mino.y = mino.y - y
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return true
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end
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end
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-- kick off right wall
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for x = 0, -math.floor(#mino.shape[1] / 2), -1 do
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if not mino.checkCollision(x, 0) then
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mino.x = mino.x + x
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return true
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end
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-- try diagonal-down
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if not mino.checkCollision(x, 1) then
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mino.x = mino.x + x
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mino.y = mino.y + 1
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return true
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end
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end
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-- kick off left wall
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for x = 0, math.floor(#mino.shape[1] / 2) do
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if not mino.checkCollision(x, 0) then
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mino.x = mino.x + x
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return true
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end
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-- try diagonal-down
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if not mino.checkCollision(x, 1) then
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mino.x = mino.x + x
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mino.y = mino.y + 1
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return true
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end
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end
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mino.shape = oldShape
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return false
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else
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return true
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end
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end
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-- draws a mino onto a board; you'll still need to render the board, though
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mino.draw = function(isSolid)
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for y = 1, #mino.shape do
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for x = 1, #mino.shape[y] do
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if mino.shape[y]:sub(x,x) ~= " " then
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if doesSpaceExist(mino.board, x + math.floor(mino.x), y + math.floor(mino.y)) then
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mino.board[y + math.floor(mino.y)][x + math.floor(mino.x)] = {
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isSolid or false,
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mino.shape[y]:sub(x,x),
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isSolid and 0 or 0,
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isSolid and 0 or 1
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}
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end
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end
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end
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end
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end
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-- moves a mino, making sure not to clip with solid board spaces
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mino.move = function(x, y, doSlam)
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if not mino.checkCollision(x, y) then
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mino.x = mino.x + x
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mino.y = mino.y + y
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return true
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elseif doSlam then
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for sx = 0, x, math.abs(x) / x do
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if mino.checkCollision(sx, 0) then
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mino.x = mino.x + sx - math.abs(x) / x
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break
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end
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end
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for sy = 0, y, math.abs(y) / y do
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if mino.checkCollision(0, sy) then
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mino.y = mino.y + sy - math.abs(y) / y
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break
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end
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end
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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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return mino
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end
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-- generates a random number, excluding those listed in the _psExclude table
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local pseudoRandom = function(randomPieces)
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if #randomPieces == 0 then
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for i = 1, #minos do
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randomPieces[i] = i
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end
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end
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local rand = math.random(1, #randomPieces)
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local num = randomPieces[rand]
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table.remove(randomPieces, rand)
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return num
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end
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-- initialize players
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local initializePlayers = function()
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game.p[1] = {
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board = clearBoard({}, 2, 2, 10, 24, "f"),
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holdBoard = clearBoard({}, 13, 14, 4, 3, "f"),
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queueBoard = clearBoard({}, 13, 2, 4, 14, "f"),
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randomPieces = {}, -- list of all minos for pseudo-random selection
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hold = 0, -- current piece being held
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canHold = true, -- whether or not player can hold (can't hold twice in a row)
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queue = {}, -- current queue of minos to use
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lines = 0, -- amount of lines cleared, "points"
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combo = 0, -- amount of consequative line clears
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lastLinesClear = 0, -- previous amount of simultaneous line clears (does not reset if miss)
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level = 1, -- level determines speed of mino drop
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fallSteps = 0.1, -- amount of spaces the mino will draw each drop
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}
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game.p[2] = {
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board = clearBoard({}, 18, 2, 10, 24, "f"),
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holdBoard = clearBoard({}, 29, 14, 4, 3, "f"),
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queueBoard = clearBoard({}, 29, 2, 4, 14, "f"),
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randomPieces = {},
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hold = 0,
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canHold = true,
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queue = {},
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lines = 0,
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combo = 0,
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lastLinesClear = 0,
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level = 1,
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fallSteps = 0.1,
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}
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-- generates the initial queue of minos per player
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for p = 1, #game.p do
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for i = 1, #minos do
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game.p[p].queue[i] = pseudoRandom(game.p[p].randomPieces)
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end
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end
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end
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-- actually renders a board to the screen
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local renderBoard = function(board, bx, by, doAgeSpaces, blankColor)
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local char, line
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local tY = board.y + (by or 0)
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for y = 1, board.ySize, 3 do
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line = {("\143"):rep(board.xSize),"",""}
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term.setCursorPos(board.x + (bx or 0), tY)
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for x = 1, board.xSize do
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line[2] = line[2] .. (blankColor or board[y][x][2])
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if board[y + 1] then
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line[3] = line[3] .. (blankColor or board[y + 1][x][2])
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else
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line[3] = line[3] .. board.BGcolor
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end
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end
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term.blit(line[1], line[2], line[3])
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line = {("\131"):rep(board.xSize),"",""}
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term.setCursorPos(board.x + (bx or 0), tY + 1)
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for x = 1, board.xSize do
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if board[y + 2] then
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line[2] = line[2] .. (blankColor or board[y + 1][x][2])
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line[3] = line[3] .. (blankColor or board[y + 2][x][2])
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elseif board[y + 1] then
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line[2] = line[2] .. (blankColor or board[y + 1][x][2])
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line[3] = line[3] .. board.BGcolor
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else
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line[2] = line[2] .. board.BGcolor
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line[3] = line[3] .. board.BGcolor
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end
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end
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term.blit(line[1], line[2], line[3])
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tY = tY + 2
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end
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if doAgeSpaces then
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for y = 1, board.ySize do
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for x = 1, board.xSize do
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ageSpace(board, x, y)
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end
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end
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end
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end
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-- checks if you've done the one thing in tetris that you need to be doing
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local checkIfLineCleared = function(board, y)
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for x = 1, board.xSize do
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if not board[y][x][1] then
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return false
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end
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end
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return true
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end
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-- draws the score of a player, and clears the space where the combo text is drawn
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local drawScore = function(player)
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term.setCursorPos(2, 18)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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term.setCursorPos(2, 18)
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term.write("Lines: " .. player.lines)
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term.setCursorPos(2, 19)
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term.write((" "):rep(16))
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end
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local drawLevel = function(player)
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term.setCursorPos(13, 17)
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term.write("Lv" .. player.level .. " ")
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end
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-- draws the player's simultaneous line clear after clearing one or more lines
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-- also tells the player's combo, which is nice
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local drawComboMessage = function(player, lines)
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term.setCursorPos(2, 18)
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term.setTextColor(tColors.white)
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term.write((" "):rep(16))
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local msgs = {
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"SINGLE",
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"DOUBLE",
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"TRIPLE",
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"TETRIS"
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}
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term.setCursorPos(2, 18)
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if lines == player.lastLinesCleared then
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if lines == 3 then
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term.write("OH BABY A ")
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else
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term.write("ANOTHER ")
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end
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end
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term.write(msgs[lines])
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if player.combo >= 2 then
|
|
term.setCursorPos(2, 19)
|
|
term.setTextColor(tColors.white)
|
|
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, 20 do
|
|
color = color + 0.01
|
|
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(tColors.gray)
|
|
term.clear()
|
|
|
|
initializePlayers()
|
|
|
|
local mino, ghostMino
|
|
local dropTimer, inputTimer, lockTimer, tickTimer
|
|
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
|
|
|
|
player.level = math.ceil((1 + player.lines) / 10)
|
|
player.fallSteps = 0.075 * (1.33 ^ player.level)
|
|
|
|
drawLevel(player)
|
|
|
|
if takeFromQueue then
|
|
currentMinoType = player.queue[1]
|
|
end
|
|
|
|
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(player.randomPieces))
|
|
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,
|
|
0
|
|
)
|
|
end
|
|
|
|
takeFromQueue = true
|
|
|
|
drawScore(player)
|
|
|
|
-- check to see if you've lost
|
|
if mino.checkCollision() then
|
|
gameOver(player)
|
|
return
|
|
end
|
|
|
|
draw()
|
|
|
|
dropTimer = game.startTimer(0)
|
|
inputTimer = game.startTimer(game.inputDelay)
|
|
game.cancelTimer(lockTimer or 0)
|
|
|
|
tickTimer = os.startTimer(0.05)
|
|
|
|
-- drop a piece
|
|
while true do
|
|
|
|
evt = {os.pullEvent()}
|
|
|
|
-- tick down internal game timer system
|
|
if evt[1] == "timer" and evt[2] == tickTimer then
|
|
--local delKeys = {}
|
|
for k,v in pairs(game.timers) do
|
|
game.timers[k] = v - 0.05
|
|
if v <= 0 then
|
|
os.queueEvent("gameTimer", k)
|
|
game.timers[k] = nil
|
|
end
|
|
end
|
|
tickTimer = os.startTimer(0.05)
|
|
end
|
|
|
|
if player.paused then
|
|
if evt[1] == "key" then
|
|
if evt[2] == game.control.pause then
|
|
game.paused = false
|
|
end
|
|
end
|
|
else
|
|
if evt[1] == "key" then
|
|
if evt[2] == game.control.quit then
|
|
return
|
|
elseif evt[2] == game.control.pause then
|
|
game.paused = true
|
|
elseif evt[2] == game.control.rotateRight then
|
|
if mino.rotate(1) then
|
|
ghostMino.y = mino.y
|
|
ghostMino.rotate(1)
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
end
|
|
elseif evt[2] == game.control.rotateLeft then
|
|
if mino.rotate(-1) then
|
|
ghostMino.y = mino.y
|
|
ghostMino.rotate(-1)
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
end
|
|
end
|
|
if evt[3] == false then
|
|
if evt[2] == game.control.moveLeft then
|
|
mino.move(-1, 0)
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
game.cancelTimer(inputTimer or 0)
|
|
inputTimer = game.startTimer(game.inputDelay)
|
|
elseif evt[2] == game.control.moveRight then
|
|
mino.move(1, 0)
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
game.cancelTimer(inputTimer or 0)
|
|
inputTimer = game.startTimer(game.inputDelay)
|
|
elseif evt[2] == game.control.fastDrop then
|
|
mino.move(0, board.ySize, true)
|
|
draw(true)
|
|
player.canHold = true
|
|
break
|
|
elseif evt[2] == game.control.hold then
|
|
if player.canHold then
|
|
if player.hold == 0 then
|
|
takeFromQueue = true
|
|
else
|
|
takeFromQueue = false
|
|
end
|
|
player.hold, currentMinoType = currentMinoType, player.hold
|
|
player.canHold = false
|
|
makeNewMino(
|
|
player.hold,
|
|
player.holdBoard,
|
|
#minos[player.hold].shape[1] == 2 and 1 or 0,
|
|
0
|
|
).draw()
|
|
renderBoard(player.holdBoard, 0, 0, true)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
elseif evt[1] == "gameTimer" then
|
|
if evt[2] == inputTimer then
|
|
inputTimer = game.startTimer(game.inputDelay)
|
|
if not game.paused then
|
|
if keysDown[game.control.moveLeft] == 2 then
|
|
if mino.move(-1, 0) then
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
end
|
|
end
|
|
if keysDown[game.control.moveRight] == 2 then
|
|
if mino.move(1, 0) then
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
draw()
|
|
end
|
|
end
|
|
if keysDown[game.control.moveDown] then
|
|
game.cancelTimer(lockTimer or 0)
|
|
mino.waitingForLock = false
|
|
if mino.move(0, 1) then
|
|
draw()
|
|
else
|
|
draw(true)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
elseif evt[2] == dropTimer then
|
|
dropTimer = game.startTimer(0)
|
|
if not game.paused then
|
|
if mino.checkCollision(0, 1) then
|
|
if mino.lockBreaks == 0 then
|
|
draw(true)
|
|
player.canHold = true
|
|
break
|
|
elseif not mino.waitingForLock then
|
|
mino.lockBreaks = mino.lockBreaks - 1
|
|
lockTimer = game.startTimer(math.max(0.2 / player.fallSteps, 0.25))
|
|
mino.waitingForLock = true
|
|
end
|
|
else
|
|
mino.move(0, player.fallSteps, true)
|
|
draw()
|
|
end
|
|
end
|
|
elseif evt[2] == lockTimer then
|
|
if not game.paused then
|
|
player.canHold = true
|
|
draw(true)
|
|
break
|
|
end
|
|
end
|
|
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)
|
|
player.lastLinesCleared = #clearedLines
|
|
for i = 1, 0, -0.12 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)
|
|
sleep(0.05)
|
|
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" then
|
|
if keysDown[keyTimer[evt[2]]] then
|
|
keysDown[keyTimer[evt[2]]] = 2
|
|
end
|
|
elseif evt[1] == "key_up" then
|
|
keysDown[evt[2]] = nil
|
|
os.cancelTimer(timerKey[evt[2]] or 0)
|
|
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 palette to back from whence it came
|
|
for k,v in pairs(colors) do
|
|
if type(v) == "number" then
|
|
term.setPaletteColor(v, term.nativePaletteColor(v))
|
|
end
|
|
end
|
|
|
|
print(colors.white)
|
|
|
|
term.setBackgroundColor(colors.black)
|
|
term.setTextColor(colors.white)
|
|
|
|
for i = 1, 5 do
|
|
term.scroll(1)
|
|
if i == 3 then
|
|
term.setCursorPos(1, scr_y)
|
|
term.write("Thanks for playing!")
|
|
end
|
|
sleep(0.05)
|
|
end
|
|
term.setCursorPos(1, scr_y)
|