feat: add 6 lua games for basic1 console

- Pong: 2-player paddle and ball game with spin mechanics
- Flappy Bird: gravity physics, obstacle avoidance
- Breakout: paddle control, brick grid, collision detection
- Simon Says: sequence memory, animation timing
- Memory Match: pair matching, flip animations, grid layout
- Tetris: falling blocks, grid system, line clearing
- Asteroids: vector math, rotation, projectiles, enemy spawning

All games follow API conventions with state machines, touch input,
frame-based animation, and persistent game.vars state management.
This commit is contained in:
Adolfo Reyna
2026-02-12 19:18:51 -05:00
parent eacc03a38c
commit 53a2fb046b
7 changed files with 1582 additions and 0 deletions

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-- NAME: Asteroids
-- DESC: Destroy asteroids, avoid collisions
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local SHIP_SPEED = 2
local SHIP_ROTATION_SPEED = 8
local BULLET_SPEED = 5
local ASTEROID_SPAWN_RATE = 120
local ASTEROID_SPEEDS = {1.5, 2, 2.5, 3}
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.level = 1
-- Ship
game.vars.ship_x = game.width() / 2
game.vars.ship_y = game.height() / 2
game.vars.ship_angle = 0 -- Radians
game.vars.ship_vel_x = 0
game.vars.ship_vel_y = 0
game.vars.thrusting = false
-- Bullets
game.vars.bullets = {}
game.vars.bullet_cooldown = 0
-- Asteroids
game.vars.asteroids = {}
game.vars.frame_count = 0
-- Enable continuous updates
game.set_frame_updates(true)
print("Asteroids initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle input
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
if event.x < game.width() / 2 then
-- Left side: rotate counter-clockwise
game.vars.ship_angle = game.vars.ship_angle - SHIP_ROTATION_SPEED * 0.017
else
-- Right side: rotate clockwise
game.vars.ship_angle = game.vars.ship_angle + SHIP_ROTATION_SPEED * 0.017
end
-- Thrust
game.vars.thrusting = true
else
game.vars.thrusting = false
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_ship()
update_bullets()
update_asteroids()
check_collisions()
-- Spawn asteroids
game.vars.frame_count = game.vars.frame_count + 1
if game.vars.frame_count >= ASTEROID_SPAWN_RATE then
spawn_asteroid(game.width() / 2, game.height() / 2, 3)
game.vars.frame_count = 0
end
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw asteroids
for i = 1, #game.vars.asteroids do
local ast = game.vars.asteroids[i]
renderer.circle(ast.x, ast.y, ast.size, true, false)
end
-- Draw bullets
for i = 1, #game.vars.bullets do
local bullet = game.vars.bullets[i]
renderer.pixel(bullet.x, bullet.y, true)
end
-- Draw ship
local ship_size = 6
local nose_x = game.vars.ship_x + math.cos(game.vars.ship_angle) * ship_size
local nose_y = game.vars.ship_y + math.sin(game.vars.ship_angle) * ship_size
local back_x = game.vars.ship_x - math.cos(game.vars.ship_angle) * (ship_size / 2)
local back_y = game.vars.ship_y - math.sin(game.vars.ship_angle) * (ship_size / 2)
renderer.line(game.vars.ship_x, game.vars.ship_y, nose_x, nose_y, true, 1)
renderer.line(back_x, back_y, nose_x, nose_y, true, 1)
-- Draw thrust indicator
if game.vars.thrusting then
local flame_x = game.vars.ship_x - math.cos(game.vars.ship_angle) * ship_size
local flame_y = game.vars.ship_y - math.sin(game.vars.ship_angle) * ship_size
renderer.line(game.vars.ship_x, game.vars.ship_y, flame_x, flame_y, true, 1)
end
-- Draw score
renderer.text(10, 10, "Score: " .. tostring(game.vars.score), true)
renderer.text(10, 20, "Level: " .. tostring(game.vars.level), true)
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
end
end
end
function update_ship()
if game.vars.thrusting then
game.vars.ship_vel_x = game.vars.ship_vel_x + math.cos(game.vars.ship_angle) * SHIP_SPEED
game.vars.ship_vel_y = game.vars.ship_vel_y + math.sin(game.vars.ship_angle) * SHIP_SPEED
end
-- Friction
game.vars.ship_vel_x = game.vars.ship_vel_x * 0.98
game.vars.ship_vel_y = game.vars.ship_vel_y * 0.98
-- Move ship
game.vars.ship_x = game.vars.ship_x + game.vars.ship_vel_x
game.vars.ship_y = game.vars.ship_y + game.vars.ship_vel_y
-- Wrap around screen
if game.vars.ship_x < 0 then game.vars.ship_x = game.width() end
if game.vars.ship_x > game.width() then game.vars.ship_x = 0 end
if game.vars.ship_y < 0 then game.vars.ship_y = game.height() end
if game.vars.ship_y > game.height() then game.vars.ship_y = 0 end
end
function update_bullets()
-- Update existing bullets
for i = #game.vars.bullets, 1, -1 do
local bullet = game.vars.bullets[i]
bullet.x = bullet.x + bullet.vel_x
bullet.y = bullet.y + bullet.vel_y
-- Remove if off-screen
if bullet.x < 0 or bullet.x > game.width() or bullet.y < 0 or bullet.y > game.height() then
table.remove(game.vars.bullets, i)
end
end
-- Fire bullet
game.vars.bullet_cooldown = math.max(0, game.vars.bullet_cooldown - 1)
if game.vars.thrusting and game.vars.bullet_cooldown == 0 then
local bullet_x = game.vars.ship_x + math.cos(game.vars.ship_angle) * 8
local bullet_y = game.vars.ship_y + math.sin(game.vars.ship_angle) * 8
table.insert(game.vars.bullets, {
x = bullet_x,
y = bullet_y,
vel_x = math.cos(game.vars.ship_angle) * BULLET_SPEED + game.vars.ship_vel_x,
vel_y = math.sin(game.vars.ship_angle) * BULLET_SPEED + game.vars.ship_vel_y
})
game.vars.bullet_cooldown = 5
end
end
function update_asteroids()
for i = 1, #game.vars.asteroids do
local ast = game.vars.asteroids[i]
ast.x = ast.x + ast.vel_x
ast.y = ast.y + ast.vel_y
-- Wrap around screen
if ast.x < -ast.size then ast.x = game.width() + ast.size end
if ast.x > game.width() + ast.size then ast.x = -ast.size end
if ast.y < -ast.size then ast.y = game.height() + ast.size end
if ast.y > game.height() + ast.size then ast.y = -ast.size end
end
end
function check_collisions()
-- Bullet-asteroid collisions
for b = #game.vars.bullets, 1, -1 do
local bullet = game.vars.bullets[b]
for a = #game.vars.asteroids, 1, -1 do
local ast = game.vars.asteroids[a]
local dx = bullet.x - ast.x
local dy = bullet.y - ast.y
local dist = math.sqrt(dx * dx + dy * dy)
if dist < ast.size then
-- Hit!
table.remove(game.vars.bullets, b)
table.remove(game.vars.asteroids, a)
game.vars.score = game.vars.score + (4 - ast.size) * 50
-- Spawn smaller asteroids
if ast.size > 1 then
for _ = 1, 2 do
spawn_asteroid(ast.x, ast.y, ast.size - 1)
end
end
break
end
end
end
-- Ship-asteroid collisions
for i = 1, #game.vars.asteroids do
local ast = game.vars.asteroids[i]
local dx = game.vars.ship_x - ast.x
local dy = game.vars.ship_y - ast.y
local dist = math.sqrt(dx * dx + dy * dy)
if dist < ast.size + 6 then
game.vars.state = STATE_GAME_OVER
end
end
end
function spawn_asteroid(x, y, size)
if size < 1 then return end
local speed = ASTEROID_SPEEDS[size]
local angle = math.random() * math.pi * 2
table.insert(game.vars.asteroids, {
x = x,
y = y,
size = size,
vel_x = math.cos(angle) * speed,
vel_y = math.sin(angle) * speed
})
end
function reset_game()
game.vars.score = 0
game.vars.level = 1
game.vars.ship_x = game.width() / 2
game.vars.ship_y = game.height() / 2
game.vars.ship_angle = 0
game.vars.ship_vel_x = 0
game.vars.ship_vel_y = 0
game.vars.bullets = {}
game.vars.asteroids = {}
game.vars.frame_count = 0
spawn_asteroid(game.width() / 2 - 40, game.height() / 2 - 40, 3)
spawn_asteroid(game.width() / 2 + 40, game.height() / 2 + 40, 3)
end

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-- NAME: Breakout
-- DESC: Break bricks with bouncing ball and paddle
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
local STATE_LEVEL_COMPLETE = 3
-- Game constants
local PADDLE_WIDTH = 40
local PADDLE_HEIGHT = 6
local BALL_RADIUS = 4
local BRICK_WIDTH = 16
local BRICK_HEIGHT = 6
local BRICK_COLS = 16
local BRICK_ROWS = 5
local BRICK_START_Y = 20
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.lives = 3
-- Paddle
game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
-- Ball
game.vars.ball_x = game.width() / 2
game.vars.ball_y = game.height() - 30
game.vars.ball_vel_x = 2
game.vars.ball_vel_y = -3
-- Bricks (true = exists, false = broken)
game.vars.bricks = {}
game.vars.bricks_remaining = 0
-- Enable continuous updates
game.set_frame_updates(true)
print("Breakout initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle paddle input
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
game.vars.paddle_x = math.max(0, math.min(game.width() - PADDLE_WIDTH, event.x - PADDLE_WIDTH / 2))
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_ball()
check_brick_collisions()
-- Check win
if game.vars.bricks_remaining <= 0 then
game.vars.state = STATE_LEVEL_COMPLETE
end
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
elseif state == STATE_LEVEL_COMPLETE then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
elseif state == STATE_PLAYING then
-- Draw bricks
for row = 1, BRICK_ROWS do
for col = 1, BRICK_COLS do
local idx = (row - 1) * BRICK_COLS + col
if game.vars.bricks[idx] then
local x = (col - 1) * BRICK_WIDTH
local y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
renderer.rect(x, y, BRICK_WIDTH, BRICK_HEIGHT, true, true)
end
end
end
-- Draw paddle
renderer.rect(game.vars.paddle_x, game.height() - PADDLE_HEIGHT - 2, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
-- Draw ball
renderer.circle(game.vars.ball_x, game.vars.ball_y, BALL_RADIUS, true, true)
-- Draw score and lives
renderer.text(5, 5, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true)
elseif state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
elseif state == STATE_LEVEL_COMPLETE then
renderer.text(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
end
end
function update_ball()
-- Move ball
game.vars.ball_x = game.vars.ball_x + game.vars.ball_vel_x
game.vars.ball_y = game.vars.ball_y + game.vars.ball_vel_y
-- Bounce off walls
if game.vars.ball_x - BALL_RADIUS < 0 or game.vars.ball_x + BALL_RADIUS > game.width() then
game.vars.ball_vel_x = -game.vars.ball_vel_x
game.vars.ball_x = math.max(BALL_RADIUS, math.min(game.width() - BALL_RADIUS, game.vars.ball_x))
end
-- Bounce off top
if game.vars.ball_y - BALL_RADIUS < 0 then
game.vars.ball_vel_y = -game.vars.ball_vel_y
game.vars.ball_y = BALL_RADIUS
end
-- Check paddle collision
if game.vars.ball_y + BALL_RADIUS > game.height() - PADDLE_HEIGHT - 2 then
if game.vars.ball_x > game.vars.paddle_x and game.vars.ball_x < game.vars.paddle_x + PADDLE_WIDTH then
if game.vars.ball_vel_y > 0 then
game.vars.ball_vel_y = -game.vars.ball_vel_y
-- Add spin based on hit position
local hit_pos = (game.vars.ball_x - game.vars.paddle_x) / PADDLE_WIDTH
game.vars.ball_vel_x = (hit_pos - 0.5) * 4
end
end
end
-- Fall off bottom = lose life
if game.vars.ball_y > game.height() then
game.vars.lives = game.vars.lives - 1
if game.vars.lives <= 0 then
game.vars.state = STATE_GAME_OVER
else
reset_ball()
end
end
end
function check_brick_collisions()
for row = 1, BRICK_ROWS do
for col = 1, BRICK_COLS do
local idx = (row - 1) * BRICK_COLS + col
if game.vars.bricks[idx] then
local brick_x = (col - 1) * BRICK_WIDTH
local brick_y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
-- Simple AABB collision with ball
if game.vars.ball_x + BALL_RADIUS > brick_x and
game.vars.ball_x - BALL_RADIUS < brick_x + BRICK_WIDTH and
game.vars.ball_y + BALL_RADIUS > brick_y and
game.vars.ball_y - BALL_RADIUS < brick_y + BRICK_HEIGHT then
-- Destroy brick
game.vars.bricks[idx] = false
game.vars.bricks_remaining = game.vars.bricks_remaining - 1
game.vars.score = game.vars.score + 10
-- Bounce ball (simple: vertical bounce)
game.vars.ball_vel_y = -game.vars.ball_vel_y
end
end
end
end
end
function reset_ball()
game.vars.ball_x = game.vars.paddle_x + PADDLE_WIDTH / 2
game.vars.ball_y = game.height() - 30
game.vars.ball_vel_x = 2
game.vars.ball_vel_y = -3
end
function reset_game()
game.vars.score = 0
game.vars.lives = 3
game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
-- Create brick grid
game.vars.bricks = {}
game.vars.bricks_remaining = BRICK_ROWS * BRICK_COLS
for i = 1, BRICK_ROWS * BRICK_COLS do
game.vars.bricks[i] = true
end
reset_ball()
end

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-- NAME: Flappy Bird
-- DESC: Tap to flap, avoid pipes
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local BIRD_SIZE = 8
local BIRD_GRAVITY = 0.3
local BIRD_FLAP_POWER = -7
local PIPE_WIDTH = 20
local PIPE_GAP = 50
local PIPE_SPEED = 3
local SPAWN_RATE = 80 -- Frames between pipe spawns
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.frame_count = 0
-- Bird
game.vars.bird_y = game.height() / 2
game.vars.bird_vel = 0
-- Pipes (array of {x, gap_y})
game.vars.pipes = {}
game.vars.last_pipe_frame = 0
-- Enable continuous updates
game.set_frame_updates(true)
print("Flappy Bird initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle flap input
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.bird_vel = BIRD_FLAP_POWER
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_bird()
update_pipes()
check_collisions()
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
elseif state == STATE_PLAYING then
-- Draw bird
renderer.circle(20, game.vars.bird_y, BIRD_SIZE, true, true)
-- Draw pipes
for i = 1, #game.vars.pipes do
local pipe = game.vars.pipes[i]
-- Top pipe
renderer.rect(pipe.x, 0, PIPE_WIDTH, pipe.gap_y, true, true)
-- Bottom pipe
local bottom_start = pipe.gap_y + PIPE_GAP
renderer.rect(pipe.x, bottom_start, PIPE_WIDTH, game.height() - bottom_start, true, true)
end
-- Draw score
renderer.text(10, 10, "Score: " .. tostring(game.vars.score), true)
elseif state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
end
end
function update_bird()
-- Apply gravity
game.vars.bird_vel = game.vars.bird_vel + BIRD_GRAVITY
game.vars.bird_y = game.vars.bird_y + game.vars.bird_vel
-- Clamp to screen (game over if hit top/bottom)
if game.vars.bird_y - BIRD_SIZE < 0 or game.vars.bird_y + BIRD_SIZE > game.height() then
game.vars.state = STATE_GAME_OVER
end
end
function update_pipes()
game.vars.frame_count = game.vars.frame_count + 1
-- Spawn new pipe
if game.vars.frame_count - game.vars.last_pipe_frame >= SPAWN_RATE then
local gap_y = math.random(30, game.height() - PIPE_GAP - 30)
table.insert(game.vars.pipes, {x = game.width(), gap_y = gap_y})
game.vars.last_pipe_frame = game.vars.frame_count
end
-- Move and remove off-screen pipes
for i = #game.vars.pipes, 1, -1 do
local pipe = game.vars.pipes[i]
pipe.x = pipe.x - PIPE_SPEED
-- Score when pipe passes bird
if pipe.x == 20 then
game.vars.score = game.vars.score + 1
end
-- Remove if off-screen
if pipe.x < -PIPE_WIDTH then
table.remove(game.vars.pipes, i)
end
end
end
function check_collisions()
-- Check collision with pipes
for i = 1, #game.vars.pipes do
local pipe = game.vars.pipes[i]
-- Bird hitbox: circle at (20, bird_y) with radius BIRD_SIZE
-- Check if within pipe's X range
if 20 + BIRD_SIZE > pipe.x and 20 - BIRD_SIZE < pipe.x + PIPE_WIDTH then
-- Check Y collision
if game.vars.bird_y - BIRD_SIZE < pipe.gap_y or
game.vars.bird_y + BIRD_SIZE > pipe.gap_y + PIPE_GAP then
game.vars.state = STATE_GAME_OVER
end
end
end
end
function reset_game()
game.vars.score = 0
game.vars.bird_y = game.height() / 2
game.vars.bird_vel = 0
game.vars.pipes = {}
game.vars.frame_count = 0
game.vars.last_pipe_frame = 0
end

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-- NAME: Memory Match
-- DESC: Find matching pairs
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local GRID_COLS = 4
local GRID_ROWS = 4
local CARD_SIZE = 28
local CARD_SPACING = 4
local FLIP_DURATION = 15 -- Frames to show flip animation
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.moves = 0
-- Card grid
game.vars.cards = {} -- {id, face_up, matched}
game.vars.selected = {} -- Indices of selected cards
game.vars.flip_frame = 0
game.vars.waiting = false -- Waiting to flip back incorrect pair
-- Enable continuous updates
game.set_frame_updates(true)
print("Memory Match initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle card selection
if event.type == INPUT.TOUCH_DOWN and not game.vars.waiting then
local card_idx = get_card_at(event.x, event.y)
if card_idx and not game.vars.cards[card_idx].matched and not game.vars.cards[card_idx].face_up then
-- Select card
game.vars.cards[card_idx].face_up = true
table.insert(game.vars.selected, card_idx)
if #game.vars.selected == 2 then
game.vars.moves = game.vars.moves + 1
-- Check for match
if game.vars.cards[game.vars.selected[1]].id == game.vars.cards[game.vars.selected[2]].id then
-- Match!
game.vars.cards[game.vars.selected[1]].matched = true
game.vars.cards[game.vars.selected[2]].matched = true
game.vars.score = game.vars.score + 1
game.vars.selected = {}
-- Check win
if game.vars.score == (GRID_COLS * GRID_ROWS) / 2 then
game.vars.state = STATE_GAME_OVER
end
else
-- No match, wait then flip back
game.vars.waiting = true
game.vars.flip_frame = 0
end
end
return true
end
end
-- Handle flip-back animation
if game.vars.waiting and event.type == INPUT.FRAME_TICK then
game.vars.flip_frame = game.vars.flip_frame + 1
if game.vars.flip_frame >= FLIP_DURATION then
-- Flip cards back
game.vars.cards[game.vars.selected[1]].face_up = false
game.vars.cards[game.vars.selected[2]].face_up = false
game.vars.selected = {}
game.vars.waiting = false
game.vars.flip_frame = 0
end
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "MEMORY MATCH", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Find all pairs", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw grid
local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
local start_y = 30
for row = 0, GRID_ROWS - 1 do
for col = 0, GRID_COLS - 1 do
local idx = row * GRID_COLS + col + 1
local card = game.vars.cards[idx]
local x = start_x + col * (CARD_SIZE + CARD_SPACING)
local y = start_y + row * (CARD_SIZE + CARD_SPACING)
if card.face_up or card.matched then
-- Show card value
renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, true)
local text = tostring(card.id)
renderer.text(x + CARD_SIZE / 2 - 2, y + CARD_SIZE / 2 - 2, text, false)
else
-- Face down (outline)
renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, false)
end
end
end
-- Draw stats
renderer.text(10, 10, "Pairs: " .. tostring(game.vars.score) .. "/" .. tostring((GRID_COLS * GRID_ROWS) / 2), true)
renderer.text(10, 20, "Moves: " .. tostring(game.vars.moves), true)
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, 5, "YOU WIN!", true)
renderer.text(game.width() / 2 - 50, game.height() - 20, "Tap to Menu", true)
end
end
end
function get_card_at(x, y)
local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
local start_y = 30
for row = 0, GRID_ROWS - 1 do
for col = 0, GRID_COLS - 1 do
local card_x = start_x + col * (CARD_SIZE + CARD_SPACING)
local card_y = start_y + row * (CARD_SIZE + CARD_SPACING)
if x >= card_x and x < card_x + CARD_SIZE and
y >= card_y and y < card_y + CARD_SIZE then
return row * GRID_COLS + col + 1
end
end
end
return nil
end
function reset_game()
game.vars.score = 0
game.vars.moves = 0
game.vars.selected = {}
game.vars.flip_frame = 0
game.vars.waiting = false
-- Create shuffled card pairs
local card_ids = {}
local num_pairs = (GRID_COLS * GRID_ROWS) / 2
for i = 1, num_pairs do
table.insert(card_ids, i)
table.insert(card_ids, i)
end
-- Shuffle
for i = #card_ids, 2, -1 do
local j = math.random(1, i)
card_ids[i], card_ids[j] = card_ids[j], card_ids[i]
end
-- Create card objects
game.vars.cards = {}
for i = 1, #card_ids do
game.vars.cards[i] = {
id = card_ids[i],
face_up = false,
matched = false
}
end
end

204
games/lua_examples/pong.lua Normal file
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-- NAME: Pong
-- DESC: Classic two-player Pong game
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local PADDLE_WIDTH = 8
local PADDLE_HEIGHT = 40
local BALL_RADIUS = 5
local MAX_SCORE = 5
-- Initialize game
function init()
game.vars.state = STATE_MENU
game.vars.frame_count = 0
-- Left paddle (player 1)
game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_left_score = 0
-- Right paddle (player 2)
game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_right_score = 0
-- Ball
game.vars.ball_x = game.width() / 2
game.vars.ball_y = game.height() / 2
game.vars.ball_vel_x = 3
game.vars.ball_vel_y = 2
-- Enable continuous frame updates for smooth animation
game.set_frame_updates(true)
print("Pong initialized")
end
-- Update game logic
function update(event)
local state = game.vars.state
-- State: MENU
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
-- State: PLAYING
elseif state == STATE_PLAYING then
-- Handle paddle input via touch
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
-- Left side touch moves left paddle, right side touch moves right paddle
if event.x < game.width() / 2 then
-- Move left paddle (constrain within bounds)
game.vars.paddle_left_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
else
-- Move right paddle (constrain within bounds)
game.vars.paddle_right_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
end
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_ball()
-- Check win condition
if game.vars.paddle_left_score >= MAX_SCORE or game.vars.paddle_right_score >= MAX_SCORE then
game.vars.state = STATE_GAME_OVER
end
return true -- Always redraw when playing
end
-- State: GAME_OVER
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
-- Draw game
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
-- Draw: MENU
if state == STATE_MENU then
renderer.text(game.width() / 2 - 15, game.height() / 2 - 30, "PONG", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text(game.width() / 2 - 70, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true)
-- Draw: PLAYING
elseif state == STATE_PLAYING then
-- Draw center line
for y = 0, game.height(), 5 do
renderer.pixel(game.width() / 2, y, true)
end
-- Draw paddles
renderer.rect(10, game.vars.paddle_left_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
renderer.rect(game.width() - 10 - PADDLE_WIDTH, game.vars.paddle_right_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
-- Draw ball
renderer.circle(game.vars.ball_x, game.vars.ball_y, BALL_RADIUS, true, true)
-- Draw scores
local left_score_text = tostring(game.vars.paddle_left_score)
local right_score_text = tostring(game.vars.paddle_right_score)
renderer.text(game.width() / 2 - 30, 5, left_score_text, true)
renderer.text(game.width() / 2 + 20, 5, right_score_text, true)
-- Draw: GAME_OVER
elseif state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true)
local winner = "Player 1 Wins!"
if game.vars.paddle_right_score > game.vars.paddle_left_score then
winner = "Player 2 Wins!"
end
renderer.text(game.width() / 2 - 50, game.height() / 2, winner, true)
local final_text = game.vars.paddle_left_score .. " - " .. game.vars.paddle_right_score
renderer.text(game.width() / 2 - 25, game.height() / 2 + 20, final_text, true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 40, "Tap to Menu", true)
end
end
-- Helper: Update ball physics
function update_ball()
-- Move ball
game.vars.ball_x = game.vars.ball_x + game.vars.ball_vel_x
game.vars.ball_y = game.vars.ball_y + game.vars.ball_vel_y
-- Bounce off top/bottom
if game.vars.ball_y - BALL_RADIUS < 0 or game.vars.ball_y + BALL_RADIUS > game.height() then
game.vars.ball_vel_y = -game.vars.ball_vel_y
game.vars.ball_y = math.max(BALL_RADIUS, math.min(game.height() - BALL_RADIUS, game.vars.ball_y))
end
-- Check left paddle collision
if game.vars.ball_x - BALL_RADIUS < 10 + PADDLE_WIDTH then
if game.vars.ball_y > game.vars.paddle_left_y and game.vars.ball_y < game.vars.paddle_left_y + PADDLE_HEIGHT then
if game.vars.ball_vel_x < 0 then
game.vars.ball_vel_x = -game.vars.ball_vel_x
-- Add spin based on where ball hits paddle
local hit_pos = (game.vars.ball_y - game.vars.paddle_left_y) / PADDLE_HEIGHT
game.vars.ball_vel_y = (hit_pos - 0.5) * 6
end
end
end
-- Check right paddle collision
if game.vars.ball_x + BALL_RADIUS > game.width() - 10 - PADDLE_WIDTH then
if game.vars.ball_y > game.vars.paddle_right_y and game.vars.ball_y < game.vars.paddle_right_y + PADDLE_HEIGHT then
if game.vars.ball_vel_x > 0 then
game.vars.ball_vel_x = -game.vars.ball_vel_x
-- Add spin based on where ball hits paddle
local hit_pos = (game.vars.ball_y - game.vars.paddle_right_y) / PADDLE_HEIGHT
game.vars.ball_vel_y = (hit_pos - 0.5) * 6
end
end
end
-- Score on left side miss
if game.vars.ball_x < 0 then
game.vars.paddle_right_score = game.vars.paddle_right_score + 1
reset_ball()
end
-- Score on right side miss
if game.vars.ball_x > game.width() then
game.vars.paddle_left_score = game.vars.paddle_left_score + 1
reset_ball()
end
end
-- Helper: Reset ball to center
function reset_ball()
game.vars.ball_x = game.width() / 2
game.vars.ball_y = game.height() / 2
game.vars.ball_vel_x = 3 * (math.random() > 0.5 and 1 or -1)
game.vars.ball_vel_y = 2 * (math.random() > 0.5 and 1 or -1)
end
-- Helper: Reset game
function reset_game()
game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_left_score = 0
game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_right_score = 0
reset_ball()
end

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-- NAME: Simon Says
-- DESC: Repeat the color sequence
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_SHOWING = 2
local STATE_GAME_OVER = 3
-- Game constants
local BUTTON_SIZE = 40
local BUTTON_SPACING = 10
local SHOW_DURATION = 30 -- Frames to show each button
local WAIT_DURATION = 20 -- Frames between shows
-- Button positions (4 buttons in grid)
local BUTTONS = {
{x = 20, y = 20, color = 1}, -- Top-left
{x = 80, y = 20, color = 2}, -- Top-right
{x = 20, y = 80, color = 3}, -- Bottom-left
{x = 80, y = 80, color = 4} -- Bottom-right
}
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
-- Sequence of button presses
game.vars.sequence = {}
game.vars.player_seq = {}
-- Animation state
game.vars.showing_idx = 0
game.vars.show_frame = 0
game.vars.show_button = nil
-- Input state
game.vars.waiting_for_input = false
game.vars.input_idx = 0
-- Enable continuous updates
game.set_frame_updates(true)
print("Simon Says initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Start showing sequence
if event.type == INPUT.FRAME_TICK then
game.vars.show_frame = game.vars.show_frame + 1
return true
end
return false
elseif state == STATE_SHOWING then
-- Animate sequence
if event.type == INPUT.FRAME_TICK then
game.vars.show_frame = game.vars.show_frame + 1
-- Move to next button in sequence
if game.vars.show_frame > SHOW_DURATION + WAIT_DURATION then
game.vars.showing_idx = game.vars.showing_idx + 1
game.vars.show_frame = 0
game.vars.show_button = nil
-- Done showing sequence, wait for player input
if game.vars.showing_idx > #game.vars.sequence then
game.vars.state = STATE_PLAYING
game.vars.waiting_for_input = true
game.vars.input_idx = 0
end
else
-- Highlight button during show duration
if game.vars.show_frame <= SHOW_DURATION then
game.vars.show_button = game.vars.sequence[game.vars.showing_idx]
else
game.vars.show_button = nil
end
end
return true
end
return false
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
-- Handle player input
if game.vars.waiting_for_input and event.type == INPUT.TOUCH_DOWN then
local button = get_button_at(event.x, event.y)
if button then
game.vars.player_seq[#game.vars.player_seq + 1] = button
game.vars.input_idx = game.vars.input_idx + 1
-- Check if correct
if game.vars.sequence[game.vars.input_idx] ~= button then
-- Wrong! Game over
game.vars.state = STATE_GAME_OVER
return true
end
-- Check if completed sequence
if game.vars.input_idx == #game.vars.sequence then
-- Advance to next round
game.vars.sequence[#game.vars.sequence + 1] = math.random(1, 4)
game.vars.player_seq = {}
game.vars.waiting_for_input = false
game.vars.showing_idx = 0
game.vars.show_frame = 0
game.vars.show_button = nil
game.vars.state = STATE_SHOWING
game.vars.score = game.vars.score + 1
return true
end
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
else
-- Draw buttons with highlight
for i = 1, 4 do
local btn = BUTTONS[i]
local filled = (game.vars.show_button == i)
renderer.rect(btn.x, btn.y, BUTTON_SIZE, BUTTON_SIZE, true, filled)
end
-- Draw score
renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true)
if state == STATE_PLAYING and game.vars.waiting_for_input then
renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true)
end
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
end
end
end
function get_button_at(x, y)
for i = 1, 4 do
local btn = BUTTONS[i]
if x >= btn.x and x < btn.x + BUTTON_SIZE and
y >= btn.y and y < btn.y + BUTTON_SIZE then
return i
end
end
return nil
end
function reset_game()
game.vars.score = 0
game.vars.sequence = {math.random(1, 4)}
game.vars.player_seq = {}
game.vars.showing_idx = 0
game.vars.show_frame = 0
game.vars.show_button = nil
game.vars.waiting_for_input = false
game.vars.input_idx = 0
game.vars.state = STATE_SHOWING
end

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-- NAME: Tetris
-- DESC: Stack falling blocks, clear lines
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local GRID_WIDTH = 10
local GRID_HEIGHT = 20
local CELL_SIZE = 8
local SPAWN_RATE = 30 -- Frames before piece drops
-- Tetromino shapes (4 orientations each)
local TETROMINOS = {
-- I piece
{
{{0, 0}, {1, 0}, {2, 0}, {3, 0}},
{{0, 0}, {0, 1}, {0, 2}, {0, 3}},
{{0, 0}, {1, 0}, {2, 0}, {3, 0}},
{{0, 0}, {0, 1}, {0, 2}, {0, 3}}
},
-- O piece
{
{{0, 0}, {1, 0}, {0, 1}, {1, 1}},
{{0, 0}, {1, 0}, {0, 1}, {1, 1}},
{{0, 0}, {1, 0}, {0, 1}, {1, 1}},
{{0, 0}, {1, 0}, {0, 1}, {1, 1}}
},
-- T piece
{
{{1, 0}, {0, 1}, {1, 1}, {2, 1}},
{{1, 0}, {0, 1}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {2, 1}, {1, 2}},
{{1, 0}, {1, 1}, {2, 1}, {1, 2}}
},
-- S piece
{
{{1, 0}, {2, 0}, {0, 1}, {1, 1}},
{{0, 0}, {0, 1}, {1, 1}, {1, 2}},
{{1, 0}, {2, 0}, {0, 1}, {1, 1}},
{{0, 0}, {0, 1}, {1, 1}, {1, 2}}
},
-- Z piece
{
{{0, 0}, {1, 0}, {1, 1}, {2, 1}},
{{1, 0}, {0, 1}, {1, 1}, {0, 2}},
{{0, 0}, {1, 0}, {1, 1}, {2, 1}},
{{1, 0}, {0, 1}, {1, 1}, {0, 2}}
},
-- J piece
{
{{0, 0}, {0, 1}, {1, 1}, {2, 1}},
{{1, 0}, {2, 0}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {2, 1}, {2, 0}},
{{1, 0}, {1, 1}, {0, 2}, {1, 2}}
},
-- L piece
{
{{2, 0}, {0, 1}, {1, 1}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 2}},
{{0, 1}, {1, 1}, {2, 1}, {0, 0}},
{{0, 0}, {1, 0}, {1, 1}, {1, 2}}
}
}
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.level = 1
game.vars.lines = 0
-- Grid (0 = empty, 1 = filled)
game.vars.grid = {}
for y = 1, GRID_HEIGHT do
game.vars.grid[y] = {}
for x = 1, GRID_WIDTH do
game.vars.grid[y][x] = 0
end
end
-- Current piece
game.vars.piece = nil
game.vars.piece_x = 0
game.vars.piece_y = 0
game.vars.piece_type = 0
game.vars.piece_rotation = 0
-- Animation
game.vars.frame_count = 0
game.vars.clear_rows = {}
game.vars.clearing = false
-- Enable continuous updates
game.set_frame_updates(true)
print("Tetris initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle input
if event.type == INPUT.TOUCH_DOWN then
if event.x < game.width() / 2 then
-- Left side: move left
if can_move(game.vars.piece, game.vars.piece_x - 1, game.vars.piece_y, game.vars.piece_rotation) then
game.vars.piece_x = game.vars.piece_x - 1
end
else
-- Right side: move right
if can_move(game.vars.piece, game.vars.piece_x + 1, game.vars.piece_y, game.vars.piece_rotation) then
game.vars.piece_x = game.vars.piece_x + 1
end
end
return true
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
game.vars.frame_count = game.vars.frame_count + 1
if game.vars.clearing then
-- Clear animation
if game.vars.frame_count % 10 == 0 then
clear_lines()
game.vars.clearing = false
end
else
-- Drop piece
if game.vars.frame_count >= SPAWN_RATE then
game.vars.frame_count = 0
if can_move(game.vars.piece, game.vars.piece_x, game.vars.piece_y + 1, game.vars.piece_rotation) then
game.vars.piece_y = game.vars.piece_y + 1
else
-- Lock piece
lock_piece()
-- Check for complete lines
local complete = check_complete_lines()
if #complete > 0 then
game.vars.clear_rows = complete
game.vars.clearing = true
else
spawn_piece()
end
end
end
end
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 20, game.height() / 2 - 30, "TETRIS", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw grid
local start_x = 20
local start_y = 15
for y = 1, GRID_HEIGHT do
for x = 1, GRID_WIDTH do
if game.vars.grid[y][x] == 1 then
renderer.rect(start_x + (x - 1) * CELL_SIZE, start_y + (y - 1) * CELL_SIZE, CELL_SIZE, CELL_SIZE, true, true)
end
end
end
-- Draw current piece
if game.vars.piece then
for _, block in ipairs(game.vars.piece) do
local x = start_x + (game.vars.piece_x + block[1]) * CELL_SIZE
local y = start_y + (game.vars.piece_y + block[2]) * CELL_SIZE
renderer.rect(x, y, CELL_SIZE, CELL_SIZE, true, true)
end
end
-- Draw score
renderer.text(game.width() - 50, 10, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() - 50, 20, "Lines: " .. tostring(game.vars.lines), true)
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
end
end
end
function spawn_piece()
game.vars.piece_type = math.random(1, #TETROMINOS)
game.vars.piece_rotation = 1
game.vars.piece = TETROMINOS[game.vars.piece_type][game.vars.piece_rotation]
game.vars.piece_x = 3
game.vars.piece_y = 0
-- Check if game over
if not can_move(game.vars.piece, game.vars.piece_x, game.vars.piece_y, game.vars.piece_rotation) then
game.vars.state = STATE_GAME_OVER
end
end
function lock_piece()
if not game.vars.piece then return end
for _, block in ipairs(game.vars.piece) do
local x = game.vars.piece_x + block[1] + 1
local y = game.vars.piece_y + block[2] + 1
if y >= 1 and y <= GRID_HEIGHT and x >= 1 and x <= GRID_WIDTH then
game.vars.grid[y][x] = 1
end
end
end
function can_move(piece, x, y, rotation)
if not piece then return false end
for _, block in ipairs(piece) do
local grid_x = x + block[1] + 1
local grid_y = y + block[2] + 1
if grid_x < 1 or grid_x > GRID_WIDTH or grid_y < 1 or grid_y > GRID_HEIGHT then
return false
end
if game.vars.grid[grid_y][grid_x] == 1 then
return false
end
end
return true
end
function check_complete_lines()
local complete = {}
for y = 1, GRID_HEIGHT do
local full = true
for x = 1, GRID_WIDTH do
if game.vars.grid[y][x] == 0 then
full = false
break
end
end
if full then
table.insert(complete, y)
end
end
return complete
end
function clear_lines()
for _, y in ipairs(game.vars.clear_rows) do
-- Remove line
table.remove(game.vars.grid, y)
-- Add empty line at top
table.insert(game.vars.grid, 1, {})
for x = 1, GRID_WIDTH do
game.vars.grid[1][x] = 0
end
end
game.vars.score = game.vars.score + (#game.vars.clear_rows * 100)
game.vars.lines = game.vars.lines + #game.vars.clear_rows
game.vars.clear_rows = {}
spawn_piece()
end
function reset_game()
game.vars.score = 0
game.vars.level = 1
game.vars.lines = 0
game.vars.frame_count = 0
game.vars.clearing = false
-- Clear grid
for y = 1, GRID_HEIGHT do
for x = 1, GRID_WIDTH do
game.vars.grid[y][x] = 0
end
end
spawn_piece()
end