mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
First commit
This commit is contained in:
@@ -13,7 +13,7 @@ local GameMode = Object:extend()
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function GameMode:new(player_name, input_file, replay_grade)
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VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
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VCTRL.reset()
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if player_name == nil then self.training = true else self.training = false end
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if input_file ~= nil then
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input_file = love.filesystem.read(REPLAY_DIR..input_file)
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@@ -59,7 +59,7 @@ function GameMode:new(player_name, input_file, replay_grade)
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self.did_grades = false
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self.active_frames = 0
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self.total_lines = 0
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self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335}
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self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335, 10418, 13336, 15003, 17086}
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self.gradeNames = {
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"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k",
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"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",
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474
game/rotation_big.lua
Normal file
474
game/rotation_big.lua
Normal file
@@ -0,0 +1,474 @@
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local Object = require 'libs.classic'
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local Piece = require 'game.piece'
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local Rotation = Object:extend()
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Rotation.spawn_positions = {
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I = { x=2, y= 0 },
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J = { x=2, y= 0 },
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L = { x=2, y= 0 },
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O = { x=2, y= 0 },
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S = { x=2, y= 0 },
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T = { x=2, y= 0 },
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Z = { x=2, y= 0 },
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}
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Rotation.colourscheme = {
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I = "R",
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L = "O",
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J = "B",
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S = "M",
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Z = "G",
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O = "Y",
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T = "C",
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}
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local a = {
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0}, {x=6, y=0}, {x=7, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1}, {x=6, y=1}, {x=7, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
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{x=0, y=4}, {x=1, y=4}, {x=2, y=4}, {x=3, y=4}, {x=4, y=4}, {x=5, y=4}, {x=6, y=4}, {x=7, y=4},
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{x=0, y=5}, {x=1, y=5}, {x=2, y=5}, {x=3, y=5}, {x=4, y=5}, {x=5, y=5}, {x=6, y=5}, {x=7, y=5},
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{x=0, y=6}, {x=1, y=6}, {x=2, y=6}, {x=3, y=6}, {x=4, y=6}, {x=5, y=6}, {x=6, y=6}, {x=7, y=6},
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{x=0, y=7}, {x=1, y=7}, {x=2, y=7}, {x=3, y=7}, {x=4, y=7}, {x=5, y=7}, {x=6, y=7}, {x=7, y=7},
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}
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Rotation.block_offsets = {
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I={
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{
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
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},
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{
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{x=4, y=0}, {x=5, y=0},
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{x=4, y=1}, {x=5, y=1},
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{x=4, y=2}, {x=5, y=2},
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{x=4, y=3}, {x=5, y=3},
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{x=4, y=4}, {x=5, y=4},
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{x=4, y=5}, {x=5, y=5},
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{x=4, y=6}, {x=5, y=6},
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{x=4, y=7}, {x=5, y=7},
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},
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{
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
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},
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{
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{x=4, y=0}, {x=5, y=0},
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{x=4, y=1}, {x=5, y=1},
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{x=4, y=2}, {x=5, y=2},
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{x=4, y=3}, {x=5, y=3},
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{x=4, y=4}, {x=5, y=4},
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{x=4, y=5}, {x=5, y=5},
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{x=4, y=6}, {x=5, y=6},
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{x=4, y=7}, {x=5, y=7},
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},
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},
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J={
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{
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=4, y=2}, {x=5, y=2},
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{x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
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{x=2, y=2}, {x=3, y=2},
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{x=2, y=3}, {x=3, y=3},
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{x=0, y=4}, {x=1, y=4}, {x=2, y=4}, {x=3, y=4},
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{x=0, y=5}, {x=1, y=5}, {x=2, y=5}, {x=3, y=5},
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},
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{
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{x=0, y=0}, {x=1, y=0},
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{x=0, y=1}, {x=1, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2},
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{x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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},
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L={
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{
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=0, y=2}, {x=1, y=2},
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{x=0, y=3}, {x=1, y=3},
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},
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{
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
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{x=2, y=2}, {x=3, y=2},
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{x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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{
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{x=4, y=0}, {x=5, y=0},
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{x=4, y=1}, {x=5, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
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{x=2, y=2}, {x=3, y=2},
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{x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4}, {x=4, y=4}, {x=5, y=4},
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{x=2, y=5}, {x=3, y=5}, {x=4, y=5}, {x=5, y=5},
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},
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},
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O={
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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},
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S={
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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},
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{
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{x=0, y=0}, {x=1, y=0},
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{x=0, y=1}, {x=1, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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{
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{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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},
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{
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{x=0, y=0}, {x=1, y=0},
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{x=0, y=1}, {x=1, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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},
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T={
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{
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
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{x=2, y=2}, {x=3, y=2},
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{x=2, y=3}, {x=3, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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},
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{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
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{x=2, y=4}, {x=3, y=4},
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{x=2, y=5}, {x=3, y=5},
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},
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},
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Z={
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{
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{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
|
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{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
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{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
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{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
|
||||
},
|
||||
{
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{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
|
||||
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
|
||||
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
|
||||
{x=0, y=4}, {x=1, y=4},
|
||||
{x=0, y=5}, {x=1, y=5},
|
||||
},
|
||||
{
|
||||
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
|
||||
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
|
||||
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
|
||||
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
|
||||
},
|
||||
{
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||||
{x=2, y=0}, {x=3, y=0},
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{x=2, y=1}, {x=3, y=1},
|
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{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
|
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{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
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{x=0, y=4}, {x=1, y=4},
|
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{x=0, y=5}, {x=1, y=5},
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||||
},
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||||
}
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}
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Rotation.pieces = 7
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||||
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-- Component functions.
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||||
|
||||
function Rotation:new(game_mode)
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self.game = require 'game.gamemode'
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||||
end
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||||
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function Rotation:rotatePiece(inputs, piece, grid, prev_inputs, initial, lastdir)
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local new_inputs = {}
|
||||
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for input, value in pairs(inputs) do
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||||
if value and not prev_inputs[input] then
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||||
new_inputs[input] = true
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||||
end
|
||||
end
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local was_drop_blocked = piece:isDropBlocked(grid)
|
||||
|
||||
if self:canPieceRotate(piece, grid) then
|
||||
-- if not self.held_rotate then
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||||
-- self:attemptRotate(inputs, piece, grid, initial)
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||||
-- self.held_rotate = true
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||||
-- else
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self:attemptRotate(new_inputs, piece, grid, initial, lastdir)
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||||
-- end
|
||||
end
|
||||
|
||||
if not initial and not was_drop_blocked and piece:isDropBlocked(grid) then
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||||
PlaySE("bottom")
|
||||
end
|
||||
|
||||
-- prev_inputs becomes the previous inputs
|
||||
for input, value in pairs(inputs) do
|
||||
prev_inputs[input] = inputs[input]
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:attemptRotate(new_inputs, piece, grid, initial, lastdir)
|
||||
local rot_dir = 0
|
||||
|
||||
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
|
||||
rot_dir = 3
|
||||
if lastdir == 0 then lastdir = -1 end
|
||||
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
|
||||
rot_dir = 1
|
||||
if lastdir == 0 then lastdir = 1 end
|
||||
end
|
||||
if rot_dir == 0 then return end
|
||||
|
||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||
self:attemptWallkicks(piece, new_piece, rot_dir, grid, lastdir)
|
||||
end
|
||||
|
||||
function Rotation:attemptWallkicks(piece, new_piece, rot_dir, grid, lastdir)
|
||||
-- wallkick routine designed to maximize flexibility while minimizing teleports
|
||||
|
||||
-- O doesn't kick
|
||||
if (piece.shape == "O") then return end
|
||||
|
||||
-- assess precisely what rows/columns would be blocked given the desired rotation
|
||||
local sides = {top=false,uright=false,lright=false,uleft=false,lleft=false,center=false,bottom=false}
|
||||
local left_exists = false
|
||||
local right_exists = false
|
||||
local kick = {x=0,y=0}
|
||||
for _,offset in pairs(new_piece:getBlockOffsets()) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if offset.x == 0 then left_exists = true end
|
||||
if offset.x == 2 or offset.x == 3 then right_exists = true end
|
||||
|
||||
if grid:isOccupied(x,y) then
|
||||
if offset.y == 0 then sides.top = true end
|
||||
if offset.y == 3 then sides.bottom = true end
|
||||
if offset.y == 1 and offset.x == 0 then sides.uleft = true end
|
||||
if offset.y == 2 and offset.x == 0 then sides.lleft = true end
|
||||
if offset.y == 1 and (offset.x == 2 or offset.x == 3) then sides.uright = true end
|
||||
if offset.y == 2 and (offset.x == 2 or offset.x == 3) then sides.lright = true end
|
||||
if offset.x == 1 then sides.center = true end
|
||||
end
|
||||
end
|
||||
|
||||
if sides.top then kick = {x=0,y=1}
|
||||
elseif (sides.uleft and sides.lright) or (sides.uright and sides.lleft) or (sides.uright and sides.uleft) then kick = {x=0,y=1}
|
||||
elseif (sides.lleft and sides.lright) then kick = {x=0,y=-1}
|
||||
elseif (sides.lleft or sides.uleft) then kick = {x=1,y=0}
|
||||
elseif (sides.lright or sides.uright) then kick = {x=-1,y=0}
|
||||
elseif sides.center and left_exists then kick = {x=1,y=0}
|
||||
elseif sides.center and right_exists then kick = {x=-1,y=0}
|
||||
elseif sides.bottom then kick = {x=0,y=-1}
|
||||
end
|
||||
|
||||
|
||||
if grid:canPlacePiece(new_piece:withOffset({x=0,y=0})) then
|
||||
self:onPieceRotate(piece, grid)
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0,y=0})
|
||||
elseif grid:canPlacePiece(new_piece:withOffset(kick)) then
|
||||
self:onPieceRotate(piece, grid)
|
||||
piece:setRelativeRotation(rot_dir):setOffset(kick)
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:movePiece(piece, grid, move, instant)
|
||||
local was_drop_blocked = piece:isDropBlocked(grid)
|
||||
local offset = ({x=0, y=0})
|
||||
local moves = 0
|
||||
local y = piece.position.y
|
||||
if move == "left" then
|
||||
offset.x = -1
|
||||
moves = 1
|
||||
elseif move == "right" then
|
||||
offset.x = 1
|
||||
moves = 1
|
||||
elseif move == "speedleft" then
|
||||
offset.x = -1
|
||||
moves = grid.width
|
||||
elseif move == "speedright" then
|
||||
offset.x = 1
|
||||
moves = grid.width
|
||||
end
|
||||
if not self:canPieceMove(piece, grid) then return end
|
||||
for i = 1, moves do
|
||||
local x = piece.position.x
|
||||
if moves ~= 1 then
|
||||
piece:moveInGrid(offset, 1, grid, instant)
|
||||
else
|
||||
piece:moveInGrid(offset, 1, grid, false)
|
||||
end
|
||||
if piece.position.x ~= x then
|
||||
self:onPieceMove(piece, grid)
|
||||
if piece.locked then break end
|
||||
end
|
||||
end
|
||||
if not was_drop_blocked and piece:isDropBlocked(grid) then
|
||||
PlaySE("bottom")
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:dropPiece(
|
||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity, classic_lock
|
||||
)
|
||||
local y = piece.position.y
|
||||
if inputs["down"] == true and drop_locked == false then
|
||||
piece:addGravity(math.max(gravity, drop_speed), grid, classic_lock)
|
||||
else
|
||||
piece:addGravity(gravity, grid, classic_lock)
|
||||
end
|
||||
if piece.position.y ~= y then
|
||||
self:onPieceDrop(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:lockPiece(piece, grid, lock_delay, classic_lock)
|
||||
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:get180RotationValue() return 3 end
|
||||
function Rotation:getDefaultOrientation() return 1 end
|
||||
function Rotation:getDrawOffset(shape, orientation) return { x=0, y=0 } end
|
||||
function Rotation:getAboveFieldOffset(shape, orientation)
|
||||
if shape == "I" then
|
||||
return 1
|
||||
else
|
||||
return 2
|
||||
end
|
||||
end
|
||||
|
||||
function Rotation:initializePiece(
|
||||
inputs, data, grid, gravity, prev_inputs,
|
||||
move, lock_delay, drop_speed,
|
||||
drop_locked, hard_drop_locked, big, irs, lastdir
|
||||
)
|
||||
local spawn_positions
|
||||
spawn_positions = self.spawn_positions
|
||||
|
||||
local colours
|
||||
colours = self.colourscheme
|
||||
self.last_dir = 0
|
||||
self.held_rotate = false
|
||||
if inputs['left'] then self.last_dir = -1
|
||||
elseif inputs['right'] then self.last_dir = 1 end
|
||||
local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
|
||||
|
||||
local spawn_dy
|
||||
spawn_dy = 0
|
||||
|
||||
local piece = Piece(data.shape, data.orientation - 1, {
|
||||
x = spawn_x or spawn_positions[data.shape].x,
|
||||
y = spawn_positions[data.shape].y - spawn_dy
|
||||
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
|
||||
|
||||
self:onPieceCreate(piece)
|
||||
if irs then
|
||||
self:rotatePiece(inputs, piece, grid, {}, true, lastdir)
|
||||
end
|
||||
return piece
|
||||
end
|
||||
|
||||
function Rotation:onPieceCreate(piece) end
|
||||
|
||||
function Rotation:processPiece(
|
||||
inputs, piece, grid, gravity, prev_inputs,
|
||||
move, lock_delay, drop_speed,
|
||||
drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity, classic_lock, lastdir
|
||||
)
|
||||
self:rotatePiece(inputs, piece, grid, prev_inputs, false, lastdir)
|
||||
self:movePiece(piece, grid, move, gravity >= grid.height)
|
||||
self:dropPiece(
|
||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity, classic_lock
|
||||
)
|
||||
self:lockPiece(piece, grid, lock_delay, classic_lock)
|
||||
end
|
||||
|
||||
function Rotation:canPieceMove(piece, grid) return true end
|
||||
function Rotation:canPieceRotate(piece, grid) return true end
|
||||
function Rotation:onPieceMove(piece) end
|
||||
function Rotation:onPieceRotate(piece) end
|
||||
function Rotation:onPieceDrop(piece)
|
||||
if piece.position.y > piece.lowest_point then
|
||||
piece.lock_delay = 0
|
||||
piece.lowest_point = piece.position.y
|
||||
end
|
||||
end
|
||||
|
||||
return Rotation
|
||||
@@ -58,11 +58,11 @@ function GameScene:new(player_name, replay_file, replay_grade)
|
||||
|
||||
game_mode = require 'game.gamemode'
|
||||
if PENTO_MODE then
|
||||
ruleset = require 'game.rotation_pent'
|
||||
ruleset = require 'game.rotation_big'
|
||||
else
|
||||
ruleset = require 'game.rotation'
|
||||
end
|
||||
|
||||
|
||||
self.retry_mode = game_mode
|
||||
self.retry_ruleset = ruleset
|
||||
-- self.secret_inputs = inputs
|
||||
|
||||
Reference in New Issue
Block a user