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local evloop = require "evloop"
local playfield = require "game.playfield"
local tetrominoes = require "game.tetrominoes"
local heav_optimal_shapes = require "game.heav_optimal_shapes"
local gfx = require "game.gfx"
local sfx = require "game.sfx"
local music = require "game.music"
local bag = require "game.bag"
local M = {}
M.__index = M
local pieces = {
tetrominoes.i,
tetrominoes.j,
tetrominoes.l,
tetrominoes.o,
tetrominoes.s,
tetrominoes.t,
tetrominoes.z,
}
function M.new(assets, params)
local new = setmetatable({}, M)
new.assets = assets
new.params = params
new.field = playfield.new(params.lines or 20, params.columns or 10)
new.gfx = gfx.new(assets, new)
new.sfx = sfx.new(assets)
new.music = music.new(assets, new)
new.hold = false
new.can_hold = true
new.bag = bag.new(pieces, {seed = os.time(), randomly_add = {
[heav_optimal_shapes.heav] = {inverse_chance = 5000},
[heav_optimal_shapes.spite_shape] = {inverse_chance = 10000},
[heav_optimal_shapes.amongus] = {inverse_chance = 13500},
}})
new.t_spun = false
new.combo = -1
new.stats = {pieces = 0, lines = 0}
new.gravity_delay = 0.5
new.lock_delay = params.lock_delay or 0.8
new.infinity = params.infinity or false
new.das_delay = params.das_delay or 0.16
new.das_repeat_delay = params.das_repeat_delay or 0.03
return new
end
function M:input_loop()
local delay = self.das_delay
local moving
while true do
-- TODO: interface with a remappable input system (it should generate
-- its own events)
local e, key = evloop.poll(delay, "keypressed", "keyreleased")
local moved
if not self.piece then
goto continue
end
delay = self.das_delay
if e == "keypressed" then
local moved
if key == "left" then
moving = {0, -1}
elseif key == "right" then
moving = {0, 1}
elseif key == "down" then
moved = self.piece:move(-1, 0)
while self.piece:move(-1, 0) do end
elseif key == "up" then
moved = self.piece:rotate()
if moved then self:on_rotated() end
elseif key == "lctrl" then
moved = self.piece:rotate(true)
if moved then self:on_rotated() end
elseif key == "space" then
local dropped = false
while self.piece:move(-1, 0) do
dropped = true
end
self:place_piece()
if dropped then self.sfx:play("harddrop") end
elseif key == "c" then
if not self.can_hold then goto bypass end
if not self.hold then
self.hold = self.piece.poly
self:next_piece()
else
local tmp = self.hold
self.hold = self.piece.poly
self.piece = tmp:drop(self.field)
self.loop:queue "game.lock_cancel"
end
self.can_hold = false
::bypass::
end
elseif e == "keyreleased" then
moving = nil
else
delay = self.das_repeat_delay
end
if moving then
moved = self.piece:move(unpack(moving))
end
if moved then
if self.infinity then
self.loop:queue "game.lock_cancel"
elseif not self.piece:can_move(-1, 0) then
self.loop:queue "game.lock"
end
end
::continue::
end
end
function M:on_rotated()
if self.piece.t_spun then
if self.piece.last_kick_id == 5 then
self.sfx:play("tspinkick5")
else
self.sfx: play("tspin")
end
end
end
function M:place_piece()
if not self.piece:can_move(-1, 0) then
self.piece:place()
self.stats.pieces = self.stats.pieces + 1
self.loop:queue "game.lock_cancel"
local cleared = self.field:remove_cleared()
if cleared > 0 then
self.combo = self.combo + 1
self.stats.lines = self.stats.lines + cleared
if self.piece.t_spun then
local sound = ({"tspinsingle","tspindouble","tspintriple"})[cleared]
self.sfx:play(sound)
end
self.loop:queue "game.line_clear"
else
self.combo = -1
end
self.loop:queue "game.piece_placed"
self:next_piece()
return true
else
return false
end
end
function M:next_piece()
self.can_hold = true
self.piece = self.bag:next_piece():drop(self.field)
return self.piece and true or false
end
function M:lock_loop()
for _ in evloop.events "game.lock" do
local e = evloop.poll(self.lock_delay, "game.lock_cancel")
if not e then
self:place_piece()
end
end
end
function M:gravity_loop()
for _ in evloop.events(self.gravity_delay) do
if self.piece and not self.piece:move(-1, 0) then
self.loop:queue "game.lock"
end
if not self.piece then
self.loop:quit()
end
end
end
function M:run()
self:next_piece()
self.loop = evloop.new(
function() self:input_loop() end,
function() self:gravity_loop() end,
function() self:lock_loop() end,
function() self.gfx:run() end
)
return self.loop:run()
end
return M
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