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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 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(params)
local new = setmetatable({}, M)
new.params = params
new.field = playfield.new(params.lines or 20, params.columns or 10)
new.hold = false
new.can_hold = true
new.t_spun = false
new.gfx = gfx.new(new)
new.gravity_delay = 0.5
new.lock_delay = params.lock_delay or 0.5
new.infinity = params.infinity or false
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},
}})
return new
end
function M:input_loop()
local function loop()
-- TODO: interface with a remappable input system (it should generate
-- its own events)
local e, key = evloop.poll("keypressed", "keyreleased")
if not self.piece then
return loop()
end
local moved
if e == "keypressed" then
if key == "left" then
moved = self.piece:move(0, -1)
elseif key == "right" then
moved = self.piece:move(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()
elseif key == "space" then
local dropped = false
while self.piece:move(-1, 0) do
dropped = true
end
self:place_piece()
if dropped then 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)
evloop.queue "game.lock_cancel"
end
self.can_hold = false
::bypass::
end
end
if moved and self.infinity then
evloop.queue "game.lock_cancel"
end
return loop()
end
return loop
end
function M:place_piece()
if not self.piece:can_move(-1, 0) then
self.piece:place()
evloop.queue "game.lock_cancel"
local cleared = self.field:remove_cleared()
if cleared > 0 then
if self.piece.t_spun then
local sound = ({"tspinsingle","tspindouble","tspintriple"})[cleared]
sfx.play(sound)
end
end
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()
local function loop()
evloop.poll "game.lock"
local e = evloop.poll(self.lock_delay, "game.lock_cancel")
if e then
return loop()
else
self:place_piece()
end
return loop()
end
return loop
end
function M:gravity_loop()
local function loop()
evloop.sleep(self.gravity_delay)
if self.piece and not self.piece:move(-1, 0) then
evloop.queue "game.lock"
end
if self.piece then
return loop()
end
end
return loop
end
function M:loop()
local function loop()
self:next_piece()
evloop.await_any(
self:input_loop(),
self:gravity_loop(),
self:lock_loop(),
self.gfx:loop()
)
end
return loop
end
return M
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