zetris: fix rotated sprite
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f161168a29
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530a47a085
91
zetris.lua
91
zetris.lua
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@ -8,54 +8,50 @@ bgspriteof=-240
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pieces = {
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t={sprite=256,
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{x=0, y=0},
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{x=-1, y=0},
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{x=1, y=0},
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{x=0, y=-1}
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{x=0, y=0},
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{x=-1, y=0},
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{x=1, y=0},
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{x=0, y=-1}
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}
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}
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-- GAME STATE
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currentPiece = { piece = pieces.t,
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position = {x = 11, y = 2},
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rotation = 0
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}
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position = {x = 11, y = 2},
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rotation = 0
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}
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function rotatedpiece()
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points = {}
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if currentPiece.rotation == 0 then
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return currentPiece.piece
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points = {}
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if currentPiece.rotation == 0 then
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return currentPiece.piece
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elseif currentPiece.rotation == 1 then
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for i=1, 4 do
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points[i] = {x=currentPiece.piece[i].x,
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y=currentPiece.piece[i].y}
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--points[i].x = currentPiece.piece[i].y * -1
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--points[i].y = currentPiece.piece[i].x
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points[i].x = currentPiece.piece[i].x
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points[i].y = currentPiece.piece[i].y
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for i=1, 4 do
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points[i] = {x=0,y=0}
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points[i].x = currentPiece.piece[i].y * -1
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points[i].y = currentPiece.piece[i].x
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end
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elseif currentPiece.rotation == 2 then
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for i=1, 4 do
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points[i] = {x=0,y=0}
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points[i].x = currentPiece.piece[i].x * -1
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points[i].x = currentPiece.piece[i].x * -1
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points[i].y = currentPiece.piece[i].y * -1
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end
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elseif currentPiece.rotation == 3 then
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for i=1, 4 do
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points[i] = {x=0,y=0}
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points[i].x = currentPiece.piece[i].y
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for i=1, 4 do
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points[i] = {x=0,y=0}
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points[i].x = currentPiece.piece[i].y
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points[i].y = currentPiece.piece[i].x * -1
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end
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end
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return points
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end
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function piecedropped()
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piece = rotatedpiece()
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piece = rotatedpiece()
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point = currentPiece.position
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for i=1, 4 do
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x=(point.x + piece[i].x)
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for i=1, 4 do
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x=(point.x + piece[i].x)
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y=(point.y + piece[i].y)
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if mget(x, y+1) ~= 0 then
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return true
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@ -77,7 +73,7 @@ function canmove(point)
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end
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function droppiece()
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piece = rotatedpiece()
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piece = rotatedpiece()
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point = currentPiece.position
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sprite = piece.sprite + bgspriteof
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for i=1, 4 do
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@ -88,41 +84,52 @@ function droppiece()
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end
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function resetcurrent()
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currentPiece = { piece = pieces.t,
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position = {x = 11, y = 2},
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rotation = 0 }
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currentPiece = {
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piece = pieces.t,
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position = {x = 11, y = 2},
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rotation = 0
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}
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end
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function drawpiece()
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piece = rotatedpiece()
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piece = rotatedpiece()
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origin = currentPiece.position
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for i = 1, 4 do
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for i = 1, 4 do
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point = { x = (piece[i].x + origin.x) * blocksize,
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y = (piece[i].y + origin.y) * blocksize}
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spr(piece.sprite, point.x, point.y)
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spr(currentPiece.piece.sprite, point.x, point.y)
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end
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end
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function TIC()
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map(0,0,30,17)
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local newPosition = {x = currentPiece.position.x,
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y = currentPiece.position.y}
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local newPosition = {
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x = currentPiece.position.x,
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y = currentPiece.position.y
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}
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if btnp(2) then
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newPosition.x = newPosition.x - 1
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newPosition.x = newPosition.x - 1
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elseif btnp(3) then
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newPosition.x = newPosition.x + 1
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elseif btnp(1) then
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newPosition.y = newPosition.y + 1
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elseif btnp(4) then
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r = currentPiece.rotation
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currentPiece.rotation = (r+1)%4
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newPosition.x = newPosition.x + 1
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elseif btnp(1) then
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newPosition.y = newPosition.y + 1
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elseif btnp(4) then
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r = currentPiece.rotation
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currentPiece.rotation = (r+1)%4
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rpiece = rotatedpiece()
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trace('position: '..currentPiece.position.x..', '..currentPiece.position.y)
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trace('sprite: '..currentPiece.piece.sprite)
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trace('rotation: '..currentPiece.rotation)
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for i = 1, 4 do
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trace(rpiece[i].x..', '..rpiece[i].y)
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end
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end
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if canmove(newPosition) then
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currentPiece.position = newPosition
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elseif piecedropped() then
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droppiece()
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droppiece()
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resetcurrent()
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end
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