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-rw-r--r--plugins/tetris.lua414
1 files changed, 414 insertions, 0 deletions
diff --git a/plugins/tetris.lua b/plugins/tetris.lua
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+++ b/plugins/tetris.lua
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+-- mod-version:3
+
+local core = require "core"
+local config = require "core.config"
+local style = require "core.style"
+local common = require "core.common"
+local View = require "core.view"
+local command = require "core.command"
+local keymap = require "core.keymap"
+
+local TetrisView = View:extend()
+
+config.plugins.tetris = common.merge({
+ tick = 0.5, -- The amount of time in seconds it takes for a piece to fall one line at 0 score.
+ height = 30, -- The amount of cells of height.
+ width = 10, -- The amount of cells of width.
+ cell_size = 18, -- The size in pixels of each cell.
+ cell_padding = 2, -- pixels between each cell
+ drop_shadow = true, -- Should cast a drop shadow.
+ lock_delay = 3, -- the multiplier for lock delay over a normal tick. set to 0 to disable
+ down_amount = 1 -- the amount we move a tetronimo down when you hit the down key; change to math.huge for instant.
+}, config.plugins.tetris)
+
+function TetrisView:new(options)
+ TetrisView.super.new(self)
+ self.cell_size = options.cell_size
+ self.cell_padding = options.cell_padding
+ self.grid = { x = options.width, y = options.height }
+ self.size.x = self.grid.x * (self.cell_size + self.cell_padding) + style.padding.x * 2
+ self.cells = { }
+ self.score = 0
+ self.paused = false
+ self.initial_tick = options.tick
+ self.lock_delay = options.lock_delay
+ self.drop_shadow = options.drop_shadow
+ self.tick = self:calculate_tick(self.score)
+ self.finished = false
+ self.thread = core.add_thread(function()
+ while not self.finished do
+ self:step()
+ core.redraw = true
+ coroutine.yield(self.tick)
+ end
+ end)
+ -- easier to specify rotations than to start doing matrix multiplication
+ self.tetronimos = {
+ {
+ color = { common.color "#ff0000" },
+ shape = { {
+ 0,1,1,0,
+ 0,1,1,0,
+ 0,0,0,0,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#00ff00" },
+ shape = { {
+ 1,1,0,0,
+ 1,0,0,0,
+ 1,0,0,0,
+ 0,0,0,0
+ }, {
+ 1,1,1,0,
+ 0,0,1,0,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,0,1,0,
+ 0,0,1,0,
+ 0,1,1,0,
+ 0,0,0,0
+ }, {
+ 0,0,0,0,
+ 1,0,0,0,
+ 1,1,1,0,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#0000ff" },
+ shape = { {
+ 1,0,0,0,
+ 1,0,0,0,
+ 1,1,0,0,
+ 0,0,0,0
+ }, {
+ 1,1,1,0,
+ 1,0,0,0,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,1,1,0,
+ 0,0,1,0,
+ 0,0,1,0,
+ 0,0,0,0
+ }, {
+ 0,0,0,0,
+ 0,0,1,0,
+ 1,1,1,0,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#00ffff" },
+ shape = { {
+ 1,1,0,0,
+ 0,1,1,0,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,0,1,0,
+ 0,1,1,0,
+ 0,1,0,0,
+ 0,0,0,0
+ }, {
+ 0, 0,0,0,
+ 1,1,0,0,
+ 0,1,1,0,
+ 0,0,0,0
+ }, {
+ 0,1,0,0,
+ 1,1,0,0,
+ 1,0,0,0,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#ffff00" },
+ shape = { {
+ 0,1,1,0,
+ 1,1,0,0,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,1,0,0,
+ 0,1,1,0,
+ 0,0,1,0,
+ 0,0,0,0
+ }, {
+ 0,0,0,0,
+ 0,1,1,0,
+ 1,1,0,0,
+ 0,0,0,0
+ }, {
+ 1,0,0,0,
+ 1,1,0,0,
+ 0,1,0,0,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#ff00ff" },
+ shape = { {
+ 0,1,0,0,
+ 0,1,0,0,
+ 0,1,0,0,
+ 0,1,0,0
+ }, {
+ 0,0,0,0,
+ 1,1,1,1,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,0,1,0,
+ 0,0,1,0,
+ 0,0,1,0,
+ 0,0,1,0
+ }, {
+ 0,0,0,0,
+ 0,0,0,0,
+ 1,1,1,1,
+ 0,0,0,0
+ } }
+ },
+ {
+ color = { common.color "#ffffff" },
+ shape = { {
+ 1,1,1,0,
+ 0,1,0,0,
+ 0,0,0,0,
+ 0,0,0,0
+ }, {
+ 0,0,1,0,
+ 0,1,1,0,
+ 0,0,1,0,
+ 0,0,0,0
+ }, {
+ 0,0,0,0,
+ 0,1,0,0,
+ 1,1,1,0,
+ 0,0,0,0
+ }, {
+ 1,0,0,0,
+ 1,1,0,0,
+ 1,0,0,0,
+ 0,0,0,0
+ } }
+ }
+ }
+ self.live_piece = nil
+ self.hold_piece = nil
+end
+
+function TetrisView:calculate_tick(score)
+ return self.initial_tick / (math.floor(score / 10) + 1)
+end
+
+
+function TetrisView:does_collide(x, y, tetronimo, rot)
+ local shape = tetronimo.shape[rot]
+ for i = 0, 3 do
+ for j = 0, 3 do
+ local ny = y + i
+ local nx = x + j
+ if (nx >= self.grid.x or ny >= self.grid.y or nx < 0 or ny < 0 or self.cells[self.grid.x * ny + nx + 1]) and shape[i * 4 + j + 1] == 1 then
+ return true
+ end
+ end
+ end
+ return false
+end
+
+function TetrisView:finalize_live_piece()
+ assert(self.live_piece)
+ local shape = self.live_piece.tetronimo.shape[self.live_piece.rot]
+ for i = 0, 3 do
+ for j = 0, 3 do
+ local ny = self.live_piece.y + i
+ local nx = self.live_piece.x + j
+ if shape[(i * 4 + j) + 1] == 1 then
+ self.cells[ny * self.grid.x + nx + 1] = self.live_piece.idx
+ end
+ end
+ end
+ for y = self.live_piece.y, math.min(self.live_piece.y + 4, self.grid.y - 1) do
+ local all_present = true
+ for x = 0, self.grid.x - 1 do
+ if not self.cells[y * self.grid.x + x + 1] then all_present = false end
+ end
+ if all_present then
+ self.score = self.score + 1
+ self.tick = self:calculate_tick(self.score)
+ for ny = y, 2, -1 do
+ for nx = 0, self.grid.x - 1 do
+ self.cells[ny * self.grid.x + nx + 1] = self.cells[(ny - 1) * self.grid.x + nx + 1]
+ end
+ end
+ end
+ end
+ self.live_piece = nil
+end
+
+
+function TetrisView:step()
+ if not self.finished and not self.paused then
+ if not self.live_piece then
+ local idx = self.next_piece or math.floor(math.random() * #self.tetronimos) + 1
+ self.live_piece = { tetronimo = self.tetronimos[idx], idx = idx, x = math.floor(self.grid.x / 2), y = 0, rot = 1 }
+ self.next_piece = math.floor(math.random() * #self.tetronimos) + 1
+ if (self:does_collide(self.live_piece.x, self.live_piece.y + 1, self.live_piece.tetronimo, self.live_piece.rot)) then
+ self:finalize_live_piece()
+ self.finished = true
+ end
+ else
+ if (self:does_collide(self.live_piece.x, self.live_piece.y + 1, self.live_piece.tetronimo, self.live_piece.rot)) then
+ self.live_piece.countup = (self.live_piece.countup or 0) + 1
+ if self.live_piece.countup > self.lock_delay then
+ self:finalize_live_piece()
+ end
+ else
+ self.live_piece.y = self.live_piece.y + 1
+ self.live_piece.countup = 0
+ end
+ end
+ end
+end
+
+function TetrisView:draw_tetronimo(posx, posy, tetronimo, rot, color)
+ local shape = tetronimo.shape[rot]
+ for y = 0, 3 do
+ for x = 0, 3 do
+ if shape[y * 4 + x + 1] == 1 then
+ renderer.draw_rect(posx + x * (self.cell_size + self.cell_padding), posy + y * (self.cell_size + self.cell_padding), self.cell_size, self.cell_size, color or tetronimo.color)
+ end
+ end
+ end
+end
+
+function TetrisView:draw()
+ self:draw_background(style.background3)
+ local lh = style.font:get_height()
+ local tx = self.position.x + style.padding.x
+ local ty = self.position.y + style.padding.y
+
+ renderer.draw_text(style.font, "Score: " .. self.score, tx, self.position.y + style.padding.y, style.normal)
+ local w = renderer.draw_text(style.font, "Next Piece", tx, self.position.y + style.padding.y + lh, style.normal)
+ if self.next_piece then
+ self:draw_tetronimo(tx, self.position.y + style.padding.y + lh * 2, self.tetronimos[self.next_piece], 1)
+ end
+ if self.held_piece then
+ self:draw_tetronimo(w + style.padding.x, self.position.y + style.padding.y + lh * 2, self.tetronimos[self.held_piece], 1)
+ end
+ renderer.draw_text(style.font, "Held Piece", w + style.padding.x, self.position.y + style.padding.y + lh, style.normal)
+ ty = ty + lh * 2 + (self.cell_size + self.cell_padding) * 4 + style.padding.y
+
+ renderer.draw_rect(tx, ty, (self.cell_size + self.cell_padding) * self.grid.x, (self.cell_size + self.cell_padding) * self.grid.y, style.background)
+ for y = 0, self.grid.y - 1 do
+ for x = 0, self.grid.x - 1 do
+ if self.cells[y * self.grid.x + x + 1] then
+ local color = self.tetronimos[self.cells[y * self.grid.x + x + 1]].color
+ renderer.draw_rect(tx + x * (self.cell_size + self.cell_padding), ty + y * (self.cell_size + self.cell_padding), self.cell_size, self.cell_size, color)
+ end
+ end
+ end
+ if self.live_piece then
+ self:draw_tetronimo(tx + self.live_piece.x * (self.cell_size + self.cell_padding), ty + self.live_piece.y * (self.cell_size + self.cell_padding), self.live_piece.tetronimo, self.live_piece.rot)
+ if self.drop_shadow then
+ local y = self:get_max_drop(math.huge)
+ if y ~= self.live_piece.y then
+ self:draw_tetronimo(tx + self.live_piece.x * (self.cell_size + self.cell_padding), ty + y * (self.cell_size + self.cell_padding), self.live_piece.tetronimo, self.live_piece.rot, { self.live_piece.tetronimo.color[1], self.live_piece.tetronimo.color[2], self.live_piece.tetronimo.color[3], 50 })
+ end
+ end
+ end
+ if self.finished or self.paused then renderer.draw_rect(tx, ty, self.grid.x * (self.cell_size + self.cell_padding), self.grid.y * (self.cell_size + self.cell_padding), { common.color "rgba(255, 255, 255, 0.5)" }) end
+ if self.finished then common.draw_text(style.font, style.error, "GAME OVER", "center", tx, ty, self.grid.x * (self.cell_size + self.cell_padding), self.grid.y * (self.cell_size + self.cell_padding)) end
+ if self.paused then common.draw_text(style.font, style.warn, "PAUSED", "center", tx, ty, self.grid.x * (self.cell_size + self.cell_padding), self.grid.y * (self.cell_size + self.cell_padding)) end
+end
+
+function TetrisView:rotate()
+ if self.live_piece and not self.paused then
+ local new_rot = (self.live_piece.rot % #self.live_piece.tetronimo.shape) + 1
+ if not self:does_collide(self.live_piece.x, self.live_piece.y, self.live_piece.tetronimo, new_rot) then
+ self.live_piece.rot = new_rot
+ end
+ end
+end
+
+function TetrisView:hold()
+ if self.live_piece and not self.paused then
+ if self.held_piece then
+ if not self:does_collide(self.live_piece.x, self.live_piece.y, self.tetronimos[self.held_piece], 1) then
+ local live_piece = self.live_piece.idx
+ self.live_piece = { x = self.live_piece.x, y = self.live_piece.y, rot = 1, idx = self.held_piece, tetronimo = self.tetronimos[self.held_piece] }
+ self.held_piece = live_piece
+ end
+ else
+ self.held_piece = self.live_piece.idx
+ self.live_piece = nil
+ end
+ end
+end
+
+function TetrisView:get_max_drop(amount)
+ if self.live_piece then
+ for y = self.live_piece.y, math.min(self.grid.y, self.live_piece.y + amount) do
+ if self:does_collide(self.live_piece.x, y + 1, self.live_piece.tetronimo, self.live_piece.rot) then
+ return y, true
+ end
+ end
+ end
+ return self.live_piece.y + amount, false
+end
+
+function TetrisView:drop(amount)
+ if self.live_piece and not self.paused then
+ local y, collides = self:get_max_drop(amount)
+ self.live_piece.y = y
+ if collides then
+ self:finalize_live_piece()
+ end
+ end
+end
+
+function TetrisView:shift(delta)
+ if self.live_piece and not self.paused and not self:does_collide(self.live_piece.x + delta, self.live_piece.y, self.live_piece.tetronimo, self.live_piece.rot) then
+ self.live_piece.x = self.live_piece.x + delta
+ end
+end
+
+command.add(TetrisView, {
+ ["tetris:rotate"] = function() core.active_view:rotate() end,
+ ["tetris:shift-left"] = function() core.active_view:shift(-1) end,
+ ["tetris:shift-right"] = function() core.active_view:shift(1) end,
+ ["tetris:drop"] = function() core.active_view:drop(config.plugins.tetris.down_amount) end,
+ ["tetris:hard-drop"] = function() core.active_view:drop(math.huge) end,
+ ["tetris:hold"] = function() core.active_view:hold() end,
+ ["tetris:toggle-pause"] = function() core.active_view.paused = not core.active_view.paused end,
+ ["tetris:quit"] = function()
+ core.active_view.finished = true
+ core.active_view.node:close_view(core.root_view.root_node, core.active_view)
+ end
+})
+command.add(nil, {
+ ["tetris:start"] = function()
+ local view = TetrisView(config.plugins.tetris)
+ local node = core.root_view:get_active_node()
+ view.node = node:split("right", view, { x = true }, false)
+ core.set_active_view(view)
+ end
+})
+
+keymap.add {
+ ["up"] = "tetris:rotate",
+ ["left"] = "tetris:shift-left",
+ ["right"] = "tetris:shift-right",
+ ["down"] = "tetris:drop",
+ ["space"] = "tetris:hard-drop",
+ ["tab"] = "tetris:hold",
+ ["escape"] = "tetris:quit",
+ ["ctrl+e"] = { "tetris:quit", "tetris:start" },
+ ["p"] = "tetris:toggle-pause"
+}
+return { view = TetrisView }