-- Define the game board size local ROWS = 20 local COLUMNS = 10 -- Define the Tetris shapes and their rotations local SHAPES = { {{1, 1, 1, 1}}, {{1, 1}, {1, 1}}, {{1, 1, 1}, {0, 1, 0}}, {{1, 1, 1}, {1, 0, 0}}, {{1, 1, 1}, {0, 0, 1}}, {{1, 1, 0}, {0, 1, 1}}, {{0, 1, 1}, {1, 1, 0}} } -- Initialize the game board local gameBoard = {} for i = 1, ROWS do gameBoard[i] = {} for j = 1, COLUMNS do gameBoard[i][j] = 0 end end -- Define the current Tetrimino local currentShape, currentRow, currentCol -- Function to generate a random Tetrimino local function getRandomShape() local randomIndex = math.random(1, #SHAPES) return SHAPES[randomIndex] end -- Function to check if a move is valid local function isValidMove(shape, row, col) for r = 1, #shape do for c = 1, #shape[r] do if shape[r][c] == 1 then local newRow = row + r local newCol = col + c if newRow < 1 or newRow > ROWS or newCol < 1 or newCol > COLUMNS or gameBoard[newRow][newCol] == 1 then return false end end end end return true end -- Function to place the current Tetrimino on the board local function placeShapeOnBoard() for r = 1, #currentShape do for c = 1, #currentShape[r] do if currentShape[r][c] == 1 then local row = currentRow + r local col = currentCol + c gameBoard[row][col] = 1 end end end end -- Function to clear completed rows local function clearRows() local row = ROWS while row >= 1 do local isComplete = true for col = 1, COLUMNS do if gameBoard[row][col] == 0 then isComplete = false break end end if isComplete then table.remove(gameBoard, row) table.insert(gameBoard, 1, {}) for i = 1, COLUMNS do table.insert(gameBoard[1], 0) end else row = row - 1 end end end -- Function to update the game local function update() if isValidMove(currentShape, currentRow + 1, currentCol) then currentRow = currentRow + 1 else placeShapeOnBoard() clearRows() currentShape = getRandomShape() currentRow = 1 currentCol = math.floor(COLUMNS / 2) end end -- Initialize the game loop math.randomseed(os.time()) currentShape = getRandomShape() currentRow = 1 currentCol = math.floor(COLUMNS / 2) -- You would need to implement rendering and input handling to make this a playable game. -- Example of rendering the game board (in a console) for row = 1, ROWS do local rowStr = "" for col = 1, COLUMNS do rowStr = rowStr .. (gameBoard[row][col] == 1 and "#" or ".") end print(rowStr) end -- Example of a game loop while true do update() -- Render the game board -- Handle user input -- Implement game logic -- Sleep to control the game speed os.execute("sleep 0.5") end
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end