1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
|
local M = {}
M.__index = M
local evloop = require "evloop"
local debug_gfx = require "game.debug_gfx"
function M.def(name, shape, kick_table)
local new = setmetatable({name = name}, M)
new.kick_table = kick_table or {{{0, 0}}, {{0, 0}}, {{0, 0}}, {{0, 0}}}
new.cells = {}
new.last_rotated = false
new.t_spun = false
new.last_kick_id = 0
for l in shape:gmatch "[^%s]+" do
local line = {}
new.size = #l
for i = 1, #l do
local c = l:sub(i, i)
if c ~= "." then
if c == "#" then
line[i] = new.name
else
line[i] = new.name .. "." .. c
end
end
end
table.insert(new.cells, 1, line)
end
new.bottom = new.size
new.top = 1
new.left_side = new.size
new.right_side = 1
for line = 1, new.size do
for column = 1, new.size do
if new.cells[line][column] then
if new.bottom > line then new.bottom = line end
if new.right_side < column then new.right_side = column end
if new.top < line then new.top = line end
if new.left_side > column then new.left_side = column end
end
end
end
new.height = new.top - new.bottom + 1
new.width = new.right_side - new.left_side + 1
return new
end
local rotations = {
{1, 0, 0, 1},
{0, 1, -1, 0},
{-1, 0, 0, -1},
{0, -1, 1, 0},
}
local function rotate(line, column, rotation, size)
local center = size / 2 - 0.5
line = line - center
column = column - center
local rotation = rotations[rotation or rotation]
local l = line * rotation[1] + column * rotation[2]
local c = line * rotation[3] + column * rotation[4]
line = l + center
column = c + center
return line, column
end
function M:get_cell(line, column, rotation)
line, column = rotate(line, column, rotation or 1, self.size)
return self.cells[line + 1][column + 1]
end
local piece = {}
piece.__index = piece
function M:drop(field)
local new = setmetatable({poly = self}, piece)
new.field = field
new.line = field.lines - (self.bottom - 1)
new.column = math.floor(field.columns / 2 - self.size / 2 + 1)
new.rotation = 1
if not new:can_occupy() then
return
end
return new
end
function piece:get_cell(line, column, rotation)
return self.poly:get_cell(line, column, rotation or self.rotation)
end
function piece:can_occupy(line, column, rotation)
line = line or self.line
column = column or self.column
for l = 0, self.poly.size - 1 do
for c = 0, self.poly.size - 1 do
if self:get_cell(l, c, rotation)
and self.field:cell_full(line + l, column + c) then
return false
end
end
end
return true
end
function piece:can_move(lines, columns, rotation)
local rotation = self.rotation + (rotation or 0)
if rotation > 4 then
rotation = 1
elseif rotation < 1 then
rotation = 4
end
local line, column = self.line + lines or 0, self.column + columns or 0
return self:can_occupy(line, column, rotation)
end
function piece:place()
if self.placed then
return
end
for line = 0, self.poly.size - 1 do
for column = 0, self.poly.size - 1 do
local cell = self:get_cell(line, column)
if cell then
self.field.cells[self.line + line][self.column + column] = cell
end
end
end
self.placed = true
end
function piece:t_spin_check()
if self.poly.name ~= "tetr.T" then return false end
if self.last_kick_id == 5 then return true end
local check_points = {{0,0},{2,2},{0,2},{2,0}}
local corners_total = 0
for i, v in ipairs(check_points) do
if self.field.cells[self.line+v[1]][self.column+v[2]] then corners_total = corners_total + 1 end
end
return corners_total >= 3
end
function piece:rotate(ccw)
local rotation = self.rotation + (ccw and -1 or 1)
if rotation > 4 then
rotation = 1
elseif rotation < 1 then
rotation = 4
end
for i,v in ipairs(self.poly.kick_table[ccw and rotation or self.rotation]) do
local mul = ccw and -1 or 1
local ty = self.line + v[2] * mul
local tx = self.column + v[1] * mul
--[[ debug rotation
if i ~= 1 then
evloop.paused = true
local shadow = self.poly:drop(self.field)
shadow.line = ty
shadow.column = tx
shadow.rotation = rotation
debug_gfx.push(function(self)
self:draw_piece_general(shadow, "only visual")
end)
evloop.debug_sleep(0.6)
debug_gfx.pop()
evloop.paused = false
end
]]
if self:can_occupy(ty, tx, rotation) then
self.rotation = rotation
self.line = ty
self.column = tx
self.last_rotated = true
self.last_kick_id = i
self.t_spun = self:t_spin_check()
return true
end
end
return false
end
function piece:move(lines, columns)
if self:can_move(lines, columns) then
self.line = self.line + lines or 0
self.column = self.column + columns or 0
self.last_rotated = false
self.t_spun = false
return true
end
return false
end
return M
|