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  • [script] Tetris
[script] Tetris
Haku
« Sénateur »
1407600960000
    • Haku#0807
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#1
  2

Tetris
Script de ejemplo


Una versión simple del clásico juego puzzle Tetris. No está desarrollado como un minijuego aún sino que es un ejemplo experimental.

Algunas características:
  • Implementación del sistema aleatorio usado en los juegos oficiales
  • Sistema de "wallkicks" usado en los juegos oficiales
  • Hard drop con la tecla I
  • Máximo de 3 jugadores, se escogen solos en la sala

Controles:
  • I J K L para mover la pieza
  • ESPACIO para rotar

Captura:
http://i.imgur.com/0x3mTwb.png


Aquí está el script.

En un futuro pienso hacer una versión más armada para que todos los jugadores en la sala pueda ir rotando. También me gustaría intentar un modo multijugador donde varias personas usen un mismo tablero. E incluso tengo otras ideas donde pretendo mezclar el juego con el gameplay de TFM.

Si tienes cualquier idea y las ganas suficientes, puedes intentar implementarla tú mismo o usar el script como quieras.


Nota: si se te hace familiar el hilo es porque es un repost del mismo hilo que había hecho en la beta del foro

Quesoyquesos
« Citoyen »
1407601080000
    • Quesoyquesos#0000
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#2
  0
Ooooohhhh, ¡lo probaré ahora mismo!

-

Tus scripts son únicos Hina.
Baumatias
« Citoyen »
1407601080000
    • Baumatias#0000
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    • Tribu
#3
  0
Gracias por ponerlo :) me trae recuerdos
Violetanose
« Citoyen »
1407636900000
    • Violetanose#0000
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    • Tribu
#4
  0
Amo el tetris

Pro Hina.
Hidrolisis
« Censeur »
1407637860000
    • Hidrolisis#0000
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#5
  0
Gran script, gracias hina pro <3
Maicolprof
« Citoyen »
1409059020000
    • Maicolprof#0000
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#6
  0
para jugar con mis amigos con tres :D
Bracomg
« Citoyen »
1410119400000
    • Bracomg#0000
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    • Tribu
#7
  0
Esta muy bueno :D Ya lo probé en mi tribu.
Rpaolor
« Citoyen »
1530756240000
    • Rpaolor#0000
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    • Tribu
#8
  0
Link caido ayud
Kephronic
« Sénateur »
1530785100000
    • Kephronic#2028
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    • Tribu
#9
  0
Rpaolor a dit :
Link caido ayud

Rpaolor... no ves que este "script" es de 2014, 4 años y lo más seguro que el link se quemara o no sé, pero si deseas jugar Tetris Haz clic aquí
Rpaolor
« Citoyen »
1530827040000
    • Rpaolor#0000
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#10
  0
pero la creadora sige viva asi q..
bno igual grasias
Keepit
« Censeur »
1530835620000
    • Keepit#1041
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#11
  0
Rpaolor a dit :
Link caido ayud

Hinakagiyama a dit :
Here's the script:
Code Lua

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--local map = '<C><P /><Z><S><S X="10" Y="215" L="20" H="410" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="250" Y="215" L="20" H="410" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="130" Y="395" L="240" H="50" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="130" Y="25" L="240" H="30" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="-65" Y="205" L="50" H="330" T="1" P="0,0,0,0.2,0,0,0,0" /></S><D><DS X="130" Y="349" /></D><O /></Z></C>'
local map = '<C><P /><Z><S /><D><DS X="120" Y="219" /></D><O /></Z></C>'
local keys = {up = 73, left = 74, down = 75, right = 76, rotate = 32}
local I,O,T,S,Z,J,L = 1,2,3,4,5,6,7
local pieceGrids = {
{{0,0,0,0},{1,2,3,4},{0,0,0,0},{0,0,0,0}},
{{0,0,0,0},{0,1,2,0},{0,3,4,0},{0,0,0,0}},
{{0,1,0},{2,3,4},{0,0,0}},
{{0,1,2},{3,4,0},{0,0,0}},
{{1,2,0},{0,3,4},{0,0,0}},
{{1,0,0},{2,3,4},{0,0,0}},
{{0,0,1},{2,3,4},{0,0,0}}
}
local colors = {0x00EEEE,0xEEEE00,0xEE00EE,0x00EE00,0xEE0000,0x0000EE,0xEE9900,[99]=0x111111}
local gridSettings = {
height = 17,
width = 10,
spawn = {x=4,y=1},
fallDelay = 2
}
local blockSettings = {
x0 = 20,
y0 = 40,
size = 20,
margin = 2
}

local blockDef = {
type = 12,
height = blockSettings.size,
width = blockSettings.size
}
local mice = {}
local miceCount = 0

function main()
tfm.exec.disableAfkDeath (true)
tfm.exec.disableAutoNewGame (true)
tfm.exec.disableAutoScore (true)
tfm.exec.disableAutoShaman (true)
tfm.exec.disableAutoTimeLeft (true)
tfm.exec.newGame(map)

for name in pairs(tfm.get.room.playerList) do
eventNewPlayer(name)
end
end

function eventNewPlayer(name)
if miceCount > 2 then return end

miceCount = miceCount + 1
mice[name] = {
isPlaying = false,
score = 0,
grid = nil,
bag = nil,
currentPiece = nil,
pieceId = nil,
id = miceCount,
pieceCount = 0,
fallTimer = 0
}
for _,k in pairs(keys) do
tfm.exec.bindKeyboard(name, k, true)
end

makeFrame(name)
startGame(name)
end

function startGame(name)
mice[name].grid = emptyGrid()
mice[name].bag = newBag()
mice[name].score = 0

getNewPiece(name)
mice[name].isPlaying = true

--{type = 0, x = 0, y = 0, grid=nil}
end

function eventLoop(t,tr)
for name,mouse in pairs(mice) do
if mouse.isPlaying then
if mouse.currentPiece then
if mouse.fallTimer > gridSettings.fallDelay then
if collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) then
lockPiece(name)
checkLines(name)
checkGameOver(name)
else
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
drawPiece(name)
end
mouse.fallTimer = 0
else
mouse.fallTimer = mouse.fallTimer + 1
end
end
end
end
end

function getNewPiece(name)
local type = mice[name].bag[#mice[name].bag]
mice[name].currentPiece = {
type = type,
x = gridSettings.spawn.x,
y = gridSettings.spawn.y
}
mice[name].pieceGrid = getPieceGrid(type)
mice[name].pieceCount = mice[name].pieceCount + 1
table.remove(mice[name].bag)

if #mice[name].bag == 0 then
mice[name].bag = newBag()
end

drawPiece(name)
--drawNextPiece(name, mice[name].bag[#bag])
end

function drawPiece(name)
for i=1,#mice[name].pieceGrid do
for j=1,#mice[name].pieceGrid[i] do
if mice[name].pieceGrid[i][j] > 0 then
local id = mice[name].id*10000 + mice[name].pieceCount*4 + mice[name].pieceGrid[i][j]-1
drawBlock(name, mice[name].currentPiece.x+j-1, mice[name].currentPiece.y+i-1, mice[name].currentPiece.type, id)
end
end
end
end

function drawBlock(name, x, y, type, id)
blockDef.color = colors[type]
--local id = mice[name].id*10000 + mice[name].pieceCount*4 + blockId-1

local x0,y0,size,margin = blockSettings.x0, blockSettings.y0, blockSettings.size, blockSettings.margin
y0 = y0 - (size+margin)*2
x0 = x0 + (mice[name].id - 1) * ((size+margin)*gridSettings.width + margin + size)
x1 = x0 + (x-1)*size + x*margin + size/2
y1 = y0 + (y-1)*size + y*margin + size/2
tfm.exec.addPhysicObject(id, x1, y1, blockDef)
end

function getPieceGrid(type)
local p = {}
for i=1,#pieceGrids[type] do
p[i] = {}
for j=1,#pieceGrids[type][i] do
p[i][j] = pieceGrids[type][i][j]
end
end
return p
end

function emptyGrid()
local grid = {}
for i=1,gridSettings.height do
grid[i]={}
for j=1,gridSettings.width do
grid[i][j] = 0
end
end
return grid
end

function newBag()
local pieces = {1,2,3,4,5,6,7}
local bag = {}
for i=1,7 do
local a = math.random(#pieces)
table.insert(bag, pieces[a])
table.remove(pieces, a)
end
return bag
end

function rotate(m1)
local n = #m1

local m2 = {}
for i=1,n do
m2[i] = {}
end

for i=1,n do
for j=1,n do
m2[i][j] = m1[n-j+1][i]
end
end

return m2
end

function eventKeyboard(name, key, down, x, y)
if not mice[name].isPlaying then return end

if key == keys.left then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, -1, 0) then
mice[name].currentPiece.x = mice[name].currentPiece.x - 1
drawPiece(name)
end
elseif key == keys.right then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 1, 0) then
mice[name].currentPiece.x = mice[name].currentPiece.x + 1
drawPiece(name)
end
elseif key == keys.down then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) then
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
drawPiece(name)
mice[name].fallTimer = 0
end
elseif key == keys.up then
mice[name].fallTimer = 0
while not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) do
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
end
drawPiece(name)
lockPiece(name)
checkLines(name)
checkGameOver(name)
elseif key == keys.rotate then
local rotatedGrid = rotate(mice[name].pieceGrid)
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 0) then
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, -1, 0) then
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 1, 0) then
else
mice[name].pieceGrid = rotatedGrid
mice[name].currentPiece.x = mice[name].currentPiece.x + 1
drawPiece(name)
end
else
mice[name].pieceGrid = rotatedGrid
mice[name].currentPiece.x = mice[name].currentPiece.x - 1
drawPiece(name)
end
else
mice[name].pieceGrid = rotatedGrid
drawPiece(name)
end
end
end

function collision(name, pieceGrid, x, y, offsetX, offsetY)
offsetX = offsetX or 0
offsetY = offsetY or 0
x = x + offsetX
y = y + offsetY
for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
if ((not mice[name].grid[y+i-1]) or (not mice[name].grid[y+i-1][x+j-1]) or (mice[name].grid[y+i-1][x+j-1]~=0)) then
return true
end
end
end
end
return false
end

function lockPiece(name)
local pieceGrid = mice[name].pieceGrid
local grid = mice[name].grid
local x,y = mice[name].currentPiece.x, mice[name].currentPiece.y
local type = mice[name].currentPiece.type

for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
mice[name].grid[y+i-1][x+j-1] = {id = mice[name].id*10000 + mice[name].pieceCount*4 + pieceGrid[i][j]-1, type = type}
end
end
end
end

function checkLines(name)
local pieceGrid = mice[name].pieceGrid
local grid = mice[name].grid
local x,y = mice[name].currentPiece.x, mice[name].currentPiece.y
local type = mice[name].currentPiece.type

for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
if lineFull(grid, y+i-1) then
clearLine(name, grid, y+i-1)
end
break
end
end
end
end

function lineFull(grid, i)
for j=1,#grid[i] do
if grid[i][j] == 0 then
return false
end
end
return true
end

function clearLine(name, grid, line)
for j=1,#grid[line] do
tfm.exec.removePhysicObject(grid[line][j].id)
grid[line][j] = 0
end
for i=line,2,-1 do
for j=1,#grid[i] do
if grid[i-1][j] ~= 0 then
drawBlock(name, j, i, grid[i-1][j].type, grid[i-1][j].id)
grid[i][j] = {type = grid[i-1][j].type, id = grid[i-1][j].id}
grid[i-1][j] = 0
elseif grid[i][j] ~= 0 then
tfm.exec.removePhysicObject(grid[i][j].id)
grid[i][j] = 0
end
end
end
end

function checkGameOver(name)
local grid = mice[name].grid
local gameOver = false
for i=1,2 do
for j=1,#grid[i] do
if grid[i][j] ~= 0 then
gameOver = true
break
end
if gameOver then break end
end
end

if gameOver then
mice[name].isPlaying = false
darkenBlocks(name)
else
getNewPiece(name)
end
end

function darkenBlocks(name)
local grid = mice[name].grid
for i=1,#grid do
for j=1,#grid[i] do
if grid[i][j] ~= 0 then
drawBlock(name, j, i, 99, grid[i][j].id)
end
end
end
end

function makeFrame(name)
local x0,y0,size,margin = blockSettings.x0, blockSettings.y0, blockSettings.size, blockSettings.margin

local vWall = {
width = size,
height = (size+margin)*(gridSettings.height-2) + margin + size*2,
color = 0x324650,
type = 12
}

local hWall = {
width = (size+margin)*gridSettings.width + margin + size*2,
height = size,
color = 0x324650,
type = 12
}

if miceCount == 1 then
tfm.exec.addPhysicObject(miceCount*10 + 1, x0-size/2, y0 + vWall.height/2 - size, vWall)
end

tfm.exec.addPhysicObject(miceCount*10 + 2, x0 + (hWall.width-size)*(miceCount-1) + hWall.width -size-size/2, y0+vWall.height/2-size, vWall)
tfm.exec.addPhysicObject(miceCount*10 + 3, x0 + (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0-margin-size/2, hWall)
tfm.exec.addPhysicObject(miceCount*10 + 4, x0 + (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0+vWall.height-size-size/2, hWall)

tfm.exec.movePlayer(name, (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0 + vWall.height/2 - size)
--x0 = x0 + (mice[name].id - 1) * ((size+margin)*gridSettings.width + margin + size)
end

main()

Dernière modification le 1530835680000
Rpaolor
« Citoyen »
1530840840000
    • Rpaolor#0000
    • Profil
    • Derniers messages
    • Tribu
#12
  0
Gracias keepit eres todo un dios

Keepit a dit :
Rpaolor a dit :
Link caido ayud

Hinakagiyama a dit :
Here's the script:
Code Lua

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--local map = '<C><P /><Z><S><S X="10" Y="215" L="20" H="410" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="250" Y="215" L="20" H="410" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="130" Y="395" L="240" H="50" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="130" Y="25" L="240" H="30" T="12" P="0,0,0.3,0.2,0,0,0,0" o="324650" /><S X="-65" Y="205" L="50" H="330" T="1" P="0,0,0,0.2,0,0,0,0" /></S><D><DS X="130" Y="349" /></D><O /></Z></C>'
local map = '<C><P /><Z><S /><D><DS X="120" Y="219" /></D><O /></Z></C>'
local keys = {up = 73, left = 74, down = 75, right = 76, rotate = 32}
local I,O,T,S,Z,J,L = 1,2,3,4,5,6,7
local pieceGrids = {
{{0,0,0,0},{1,2,3,4},{0,0,0,0},{0,0,0,0}},
{{0,0,0,0},{0,1,2,0},{0,3,4,0},{0,0,0,0}},
{{0,1,0},{2,3,4},{0,0,0}},
{{0,1,2},{3,4,0},{0,0,0}},
{{1,2,0},{0,3,4},{0,0,0}},
{{1,0,0},{2,3,4},{0,0,0}},
{{0,0,1},{2,3,4},{0,0,0}}
}
local colors = {0x00EEEE,0xEEEE00,0xEE00EE,0x00EE00,0xEE0000,0x0000EE,0xEE9900,[99]=0x111111}
local gridSettings = {
height = 17,
width = 10,
spawn = {x=4,y=1},
fallDelay = 2
}
local blockSettings = {
x0 = 20,
y0 = 40,
size = 20,
margin = 2
}

local blockDef = {
type = 12,
height = blockSettings.size,
width = blockSettings.size
}
local mice = {}
local miceCount = 0

function main()
tfm.exec.disableAfkDeath (true)
tfm.exec.disableAutoNewGame (true)
tfm.exec.disableAutoScore (true)
tfm.exec.disableAutoShaman (true)
tfm.exec.disableAutoTimeLeft (true)
tfm.exec.newGame(map)

for name in pairs(tfm.get.room.playerList) do
eventNewPlayer(name)
end
end

function eventNewPlayer(name)
if miceCount > 2 then return end

miceCount = miceCount + 1
mice[name] = {
isPlaying = false,
score = 0,
grid = nil,
bag = nil,
currentPiece = nil,
pieceId = nil,
id = miceCount,
pieceCount = 0,
fallTimer = 0
}
for _,k in pairs(keys) do
tfm.exec.bindKeyboard(name, k, true)
end

makeFrame(name)
startGame(name)
end

function startGame(name)
mice[name].grid = emptyGrid()
mice[name].bag = newBag()
mice[name].score = 0

getNewPiece(name)
mice[name].isPlaying = true

--{type = 0, x = 0, y = 0, grid=nil}
end

function eventLoop(t,tr)
for name,mouse in pairs(mice) do
if mouse.isPlaying then
if mouse.currentPiece then
if mouse.fallTimer > gridSettings.fallDelay then
if collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) then
lockPiece(name)
checkLines(name)
checkGameOver(name)
else
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
drawPiece(name)
end
mouse.fallTimer = 0
else
mouse.fallTimer = mouse.fallTimer + 1
end
end
end
end
end

function getNewPiece(name)
local type = mice[name].bag[#mice[name].bag]
mice[name].currentPiece = {
type = type,
x = gridSettings.spawn.x,
y = gridSettings.spawn.y
}
mice[name].pieceGrid = getPieceGrid(type)
mice[name].pieceCount = mice[name].pieceCount + 1
table.remove(mice[name].bag)

if #mice[name].bag == 0 then
mice[name].bag = newBag()
end

drawPiece(name)
--drawNextPiece(name, mice[name].bag[#bag])
end

function drawPiece(name)
for i=1,#mice[name].pieceGrid do
for j=1,#mice[name].pieceGrid[i] do
if mice[name].pieceGrid[i][j] > 0 then
local id = mice[name].id*10000 + mice[name].pieceCount*4 + mice[name].pieceGrid[i][j]-1
drawBlock(name, mice[name].currentPiece.x+j-1, mice[name].currentPiece.y+i-1, mice[name].currentPiece.type, id)
end
end
end
end

function drawBlock(name, x, y, type, id)
blockDef.color = colors[type]
--local id = mice[name].id*10000 + mice[name].pieceCount*4 + blockId-1

local x0,y0,size,margin = blockSettings.x0, blockSettings.y0, blockSettings.size, blockSettings.margin
y0 = y0 - (size+margin)*2
x0 = x0 + (mice[name].id - 1) * ((size+margin)*gridSettings.width + margin + size)
x1 = x0 + (x-1)*size + x*margin + size/2
y1 = y0 + (y-1)*size + y*margin + size/2
tfm.exec.addPhysicObject(id, x1, y1, blockDef)
end

function getPieceGrid(type)
local p = {}
for i=1,#pieceGrids[type] do
p[i] = {}
for j=1,#pieceGrids[type][i] do
p[i][j] = pieceGrids[type][i][j]
end
end
return p
end

function emptyGrid()
local grid = {}
for i=1,gridSettings.height do
grid[i]={}
for j=1,gridSettings.width do
grid[i][j] = 0
end
end
return grid
end

function newBag()
local pieces = {1,2,3,4,5,6,7}
local bag = {}
for i=1,7 do
local a = math.random(#pieces)
table.insert(bag, pieces[a])
table.remove(pieces, a)
end
return bag
end

function rotate(m1)
local n = #m1

local m2 = {}
for i=1,n do
m2[i] = {}
end

for i=1,n do
for j=1,n do
m2[i][j] = m1[n-j+1][i]
end
end

return m2
end

function eventKeyboard(name, key, down, x, y)
if not mice[name].isPlaying then return end

if key == keys.left then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, -1, 0) then
mice[name].currentPiece.x = mice[name].currentPiece.x - 1
drawPiece(name)
end
elseif key == keys.right then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 1, 0) then
mice[name].currentPiece.x = mice[name].currentPiece.x + 1
drawPiece(name)
end
elseif key == keys.down then
if not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) then
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
drawPiece(name)
mice[name].fallTimer = 0
end
elseif key == keys.up then
mice[name].fallTimer = 0
while not collision(name, mice[name].pieceGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 1) do
mice[name].currentPiece.y = mice[name].currentPiece.y + 1
end
drawPiece(name)
lockPiece(name)
checkLines(name)
checkGameOver(name)
elseif key == keys.rotate then
local rotatedGrid = rotate(mice[name].pieceGrid)
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 0, 0) then
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, -1, 0) then
if collision(name, rotatedGrid, mice[name].currentPiece.x, mice[name].currentPiece.y, 1, 0) then
else
mice[name].pieceGrid = rotatedGrid
mice[name].currentPiece.x = mice[name].currentPiece.x + 1
drawPiece(name)
end
else
mice[name].pieceGrid = rotatedGrid
mice[name].currentPiece.x = mice[name].currentPiece.x - 1
drawPiece(name)
end
else
mice[name].pieceGrid = rotatedGrid
drawPiece(name)
end
end
end

function collision(name, pieceGrid, x, y, offsetX, offsetY)
offsetX = offsetX or 0
offsetY = offsetY or 0
x = x + offsetX
y = y + offsetY
for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
if ((not mice[name].grid[y+i-1]) or (not mice[name].grid[y+i-1][x+j-1]) or (mice[name].grid[y+i-1][x+j-1]~=0)) then
return true
end
end
end
end
return false
end

function lockPiece(name)
local pieceGrid = mice[name].pieceGrid
local grid = mice[name].grid
local x,y = mice[name].currentPiece.x, mice[name].currentPiece.y
local type = mice[name].currentPiece.type

for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
mice[name].grid[y+i-1][x+j-1] = {id = mice[name].id*10000 + mice[name].pieceCount*4 + pieceGrid[i][j]-1, type = type}
end
end
end
end

function checkLines(name)
local pieceGrid = mice[name].pieceGrid
local grid = mice[name].grid
local x,y = mice[name].currentPiece.x, mice[name].currentPiece.y
local type = mice[name].currentPiece.type

for i=1,#pieceGrid do
for j=1,#pieceGrid[i] do
if pieceGrid[i][j]>0 then
if lineFull(grid, y+i-1) then
clearLine(name, grid, y+i-1)
end
break
end
end
end
end

function lineFull(grid, i)
for j=1,#grid[i] do
if grid[i][j] == 0 then
return false
end
end
return true
end

function clearLine(name, grid, line)
for j=1,#grid[line] do
tfm.exec.removePhysicObject(grid[line][j].id)
grid[line][j] = 0
end
for i=line,2,-1 do
for j=1,#grid[i] do
if grid[i-1][j] ~= 0 then
drawBlock(name, j, i, grid[i-1][j].type, grid[i-1][j].id)
grid[i][j] = {type = grid[i-1][j].type, id = grid[i-1][j].id}
grid[i-1][j] = 0
elseif grid[i][j] ~= 0 then
tfm.exec.removePhysicObject(grid[i][j].id)
grid[i][j] = 0
end
end
end
end

function checkGameOver(name)
local grid = mice[name].grid
local gameOver = false
for i=1,2 do
for j=1,#grid[i] do
if grid[i][j] ~= 0 then
gameOver = true
break
end
if gameOver then break end
end
end

if gameOver then
mice[name].isPlaying = false
darkenBlocks(name)
else
getNewPiece(name)
end
end

function darkenBlocks(name)
local grid = mice[name].grid
for i=1,#grid do
for j=1,#grid[i] do
if grid[i][j] ~= 0 then
drawBlock(name, j, i, 99, grid[i][j].id)
end
end
end
end

function makeFrame(name)
local x0,y0,size,margin = blockSettings.x0, blockSettings.y0, blockSettings.size, blockSettings.margin

local vWall = {
width = size,
height = (size+margin)*(gridSettings.height-2) + margin + size*2,
color = 0x324650,
type = 12
}

local hWall = {
width = (size+margin)*gridSettings.width + margin + size*2,
height = size,
color = 0x324650,
type = 12
}

if miceCount == 1 then
tfm.exec.addPhysicObject(miceCount*10 + 1, x0-size/2, y0 + vWall.height/2 - size, vWall)
end

tfm.exec.addPhysicObject(miceCount*10 + 2, x0 + (hWall.width-size)*(miceCount-1) + hWall.width -size-size/2, y0+vWall.height/2-size, vWall)
tfm.exec.addPhysicObject(miceCount*10 + 3, x0 + (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0-margin-size/2, hWall)
tfm.exec.addPhysicObject(miceCount*10 + 4, x0 + (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0+vWall.height-size-size/2, hWall)

tfm.exec.movePlayer(name, (hWall.width-size)*(miceCount-1) + hWall.width/2 - size, y0 + vWall.height/2 - size)
--x0 = x0 + (mice[name].id - 1) * ((size+margin)*gridSettings.width + margin + size)
end

main()

Ratoncito483
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1530845880000
    • Ratoncito483#0000
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como se entra
Gemini
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    • Gemini#9383
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#14
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gracias
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