-- title: blockbattle
-- author: pixelbath
-- desc: a falling blocks game totally not inspired by anything previous
-- script: lua
local spriteIndexStart = 256
local blockSize = 5
local t = 0
local t_move = 0
local is_move_pressed = false
local is_das_triggered = false
-- i, o, j, l, t, s, z
local pieces = {
{
{
{0, 0, 0, 0},
{1, 1, 1, 1},
{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, 4, 4, 0},
{0, 4, 4, 0},
{0, 0, 0, 0},
},
},
{
{
{0, 0, 0, 0},
{2, 2, 2, 0},
{0, 0, 2, 0},
{0, 0, 0, 0},
},
{
{0, 2, 0, 0},
{0, 2, 0, 0},
{2, 2, 0, 0},
{0, 0, 0, 0},
},
{
{2, 0, 0, 0},
{2, 2, 2, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
},
{
{0, 2, 2, 0},
{0, 2, 0, 0},
{0, 2, 0, 0},
{0, 0, 0, 0},
},
},
{
{
{0, 0, 0, 0},
{3, 3, 3, 0},
{3, 0, 0, 0},
{0, 0, 0, 0},
},
{
{0, 3, 0, 0},
{0, 3, 0, 0},
{0, 3, 3, 0},
{0, 0, 0, 0},
},
{
{0, 0, 3, 0},
{3, 3, 3, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
},
{
{3, 3, 0, 0},
{0, 3, 0, 0},
{0, 3, 0, 0},
{0, 0, 0, 0},
},
},
{
{
{0, 0, 0, 0},
{5, 5, 5, 0},
{0, 5, 0, 0},
{0, 0, 0, 0},
},
{
{0, 5, 0, 0},
{0, 5, 5, 0},
{0, 5, 0, 0},
{0, 0, 0, 0},
},
{
{0, 5, 0, 0},
{5, 5, 5, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
},
{
{0, 5, 0, 0},
{5, 5, 0, 0},
{0, 5, 0, 0},
{0, 0, 0, 0},
},
},
{
{
{0, 0, 0, 0},
{0, 6, 6, 0},
{6, 6, 0, 0},
{0, 0, 0, 0},
},
{
{6, 0, 0, 0},
{6, 6, 0, 0},
{0, 6, 0, 0},
{0, 0, 0, 0},
},
},
{
{
{0, 0, 0, 0},
{7, 7, 0, 0},
{0, 7, 7, 0},
{0, 0, 0, 0},
},
{
{0, 7, 0, 0},
{7, 7, 0, 0},
{7, 0, 0, 0},
{0, 0, 0, 0},
},
},
}
local piece = {}
local board = {}
local game_state = {
board = {},
level = 1,
piece_queue = {},
piece_bag = {},
update = nil,
}
local active_piece = {
type = nil,
rotation = 1,
x = 3, y = 0,
}
local rules = {
keyrepeat = 5,
das = 20,
are = 4,
}
-- gaiden, vs, single
local options = {
gametype = "gaiden",
shared_queue = true,
}
function shuffle(x)
for i = #x, 2, -1 do
local j = math.random(i)
x[i], x[j] = x[j], x[i]
end
end
function fill_bag()
-- just throw a bag of randomized pieces in it
local new_bag = { 1, 2, 3, 4, 5, 6, 7 }
shuffle(new_bag)
for i = 1,7 do
table.insert(game_state.piece_bag, new_bag[i])
end
end
function init_board()
for y = 1, 20 do
board[y] = {}
for x = 1, 10 do
board[y][x] = 0
end
end
end
function spawn_piece()
trace("spawn")
if #game_state.piece_bag <= 4 then
fill_bag()
end
active_piece = {
type = game_state.piece_bag[1],
rotation = 1,
x = 3, y = 0,
}
table.remove(game_state.piece_bag, 1)
end
function hard_drop()
for i=20,0,-1 do
local tempy = active_piece.y + i
if test_can_fit(active_piece.type, active_piece.x, tempy, active_piece.rotation) then
return i
end
end
return 0
-- active_piece.rotation = 1
-- active_piece.type = active_piece.type + 1
-- if active_piece.type > 7 then active_piece.type = 1 end
-- trace("hard_drop: new type: "..tostring(active_piece.type)..", rot="..tostring(active_piece.rotation))
end
function soft_drop()
active_piece.y = active_piece.y + 1
end
function try_move_right()
active_piece.x = active_piece.x + 1
end
function try_move_left()
active_piece.x = active_piece.x - 1
end
function handle_input()
is_move_pressed = false
if btnp(0) then
-- spawn_piece()
hard_drop()
end
if btn(1) then
is_move_pressed = true
if t_move <= 0 then
t_move = rules.das
soft_drop()
end
end
if btn(2) then
is_move_pressed = true
if t_move <= 0 then
if not is_das_triggered then
t_move = rules.das
else
t_move = rules.keyrepeat
end
is_das_triggered = true
try_move_left()
end
end
if btn(3) then
is_move_pressed = true
if t_move <= 0 then
if not is_das_triggered then
t_move = rules.das
else
t_move = rules.keyrepeat
end
is_das_triggered = true
try_move_right()
end
end
if btnp(4) then
active_piece.rotation = active_piece.rotation - 1
if active_piece.rotation < 1 then
active_piece.rotation = #pieces[active_piece.type]
end
end
if btnp(5) then
active_piece.rotation = active_piece.rotation + 1
if active_piece.rotation > #pieces[active_piece.type] then
active_piece.rotation = 1
end
end
if is_move_pressed then
t_move = t_move - 1
else
t_move = -1
is_das_triggered = false
end
end
function draw_board(xpos, ypos)
-- draw next pieces
for i=1,3 do
local ptype = game_state.piece_bag[i]
draw_piece(200, 20 + (i * 20), ptype, 1)
end
end
function draw_piece(xpos, ypos, ptype, rotation)
for y = 1, 4 do
for x = 1, 4 do
local block = pieces[ptype][rotation][y][x]
if block ~= 0 then
spr(
spriteIndexStart + block,
(x - 1) * blockSize + xpos,
(y - 1) * blockSize + ypos
)
end
end
end
end
-- BEGIN state updates
function update_intro()
if t == 30 then
game_state.update = update_menu
else
print("intro " .. tostring(30-t))
end
end
function update_menu()
print("Press X to start")
if btnp(5) then
game_state.update = update_game
init_board()
fill_bag()
spawn_piece()
end
end
function update_game()
handle_input()
draw_board()
draw_piece(active_piece.x * blockSize, active_piece.y * blockSize, active_piece.type, active_piece.rotation)
end
-- END state updates
function test_can_fit(ptype, xpos, ypos, rotation)
for y = 1, 4 do
for x = 1, 4 do
local block = pieces[ptype][rotation][y][x]
if block ~= 0 then
if ypos + y > 21 or ypos + y < 0 then return false end
trace("yooo "..tostring(ypos))
-- TODO: some nil reference here idk
local cell = game_state.board[ypos + y - 1][xpos + x - 1]
if cell ~= 0 then
return false
end
end
end
end
return true
end
function piece.move_left()
local tempx = active_piece.x - 1
if piece.test_can_fit(active_piece.type, tempx, active_piece.y, active_piece.rotation) then
active_piece.x = tempx
return true
end
return false
end
function piece.move_right()
local tempx = active_piece.x + 1
if piece.test_can_fit(active_piece.type, tempx, active_piece.y, active_piece.rotation) then
active_piece.x = tempx
return true
end
return false
end
function piece.soft_drop()
local tempy = active_piece.y + 1
if piece.test_can_fit(active_piece.type, active_piece.x, tempy, active_piece.rotation) then
active_piece.y = tempy
return true
end
return false
end
-- if return value is 0, piece should lock immediately
function piece.test_hard_drop()
for i=20,0,-1 do
local tempy = active_piece.y + i
if piece.test_can_fit(active_piece.type, active_piece.x, tempy, active_piece.rotation) then
return i
end
end
return 0
end
game_state.update = update_intro
function TIC()
cls(0)
-- call our current state's update
game_state.update()
t = t + 1
end
--
-- 001:bbbbc0009aaab0009aaab0009aaab00089999000000000000000000000000000
-- 002:8aaab0008999a0008999a0008999a00088888000000000000000000000000000
-- 003:4444c00023334000233340002333400012222000000000000000000000000000
-- 004:3cccc0002444c0002444c0002444c00012222000000000000000000000000000
-- 005:55554000766650007666500076665000f7777000000000000000000000000000
-- 006:ddddc000feeed000feeed000feeed000fffff000000000000000000000000000
-- 007:3333400012223000122230001222300081111000000000000000000000000000
-- 016:8bbbb0008abba0008a99a0008999900088888000000000000000000000000000
-- 017:f5555000f6556000f6776000f7777000fffff000000000000000000000000000
-- 018:0aaa0000a000a000a000a000a000a0000aaa0000000000000000000000000000
-- 019:0666000060006000600060006000600006660000000000000000000000000000
-- 020:000000000bc000000abbc0000aaabbc00aaaaff00aaff0000ff0000000000000
-- 021:0000000005400000065540000666554006666ff0066ff0000ff0000000000000
-- 022:0000000000044000004cc4000444cc4004444440004444000004400000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--