-- 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
 

Lua online compiler

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.

Taking inputs (stdin)

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)

About Lua

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.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

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

2. Repeat-Until:

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 )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

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