cambridge-modpack/tetris/modes/hero.lua

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Lua
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local GameMode = require 'tetris.modes.gamemode'
local HistoryRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local TheTrueHero = GameMode:extend()
bgm.undyne = love.audio.newSource("res/bgm/mus_x_undyne.mp3", "stream")
sounds.undyne = {
ding = love.audio.newSource("res/se/000029aa.wav", "static"),
pike = love.audio.newSource("res/se/0000299c.wav", "static"),
damage = love.audio.newSource("res/se/000029c3.wav", "static")
}
TheTrueHero.name = "The True Hero"
TheTrueHero.hash = "TheTrueHero"
TheTrueHero.tagline = "A tribute to the Puzzle Maker."
function TheTrueHero:new()
self.super:new()
self.randomizer = HistoryRandomizer()
self.attacks = {
"PIECE GOAL",
"LINE GOAL",
"GARBAGE",
"HIDDEN PREVIEWS",
"TO THE BEAT",
"INVISIBLE"
}
self.attack_number = 0
self.current_attack = 0
self.var = 0
self.section_frames = 0
self.section_times = {
385,
385,
385,
386,
386,
385,
381,
384,
384,
384,
384,
385,
385,
384,
384,
288,
288,
288,
288,
288,
288,
288,
288,
288,
288,
288,
290,
}
self.queue_age = 0
self.grounded_time = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 5
self.irs = false
self.ihs = false
end
function TheTrueHero:getDropSpeed()
return 20
end
function TheTrueHero:getARR()
return config.arr
end
function TheTrueHero:getARE()
return 0
end
function TheTrueHero:getLineARE()
return 0
end
function TheTrueHero:getDasLimit()
return config.das
end
function TheTrueHero:getLineClearDelay()
return 0
end
function TheTrueHero:getLockDelay()
return 30
end
function TheTrueHero:getGravity()
return self.current_attack == 5 and 20 or 1.1 ^ (self.attack_number - 1)
end
function TheTrueHero:getDasCutDelay()
return config.dcd
end
function TheTrueHero:advanceOneFrame(inputs, ruleset)
if self.ready_frames == 0 then
if self.frames == 0 then
switchBGMLoop("undyne")
end
if self.section_frames >= self.section_times[Mod1(self.attack_number, #self.section_times)] or self.frames == 0 then
if (self.current_attack == 1 or self.current_attack == 2) and self.var > 0 then
playSE("undyne", "damage")
self.game_over = true
return false
end
self.section_frames = 0
self.attack_number = self.attack_number + 1
local prev_attack = self.current_attack
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self.current_attack = -1
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local attack_rolls = 0
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while ((
prev_attack == self.current_attack or
self.current_attack == 5
) and (attack_rolls < 2)) or attack_rolls == 0 do
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attack_rolls = attack_rolls + 1
if self.attack_number > 20 then
self.current_attack = math.random(#self.attacks)
else
self.current_attack = math.random(4)
end
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end
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if self.current_attack == 1 then
self.var = math.floor(3 + math.random(
math.floor(self.attack_number / 4),
math.floor(self.attack_number / 3)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 2 then
self.var = math.floor(1 + math.random(
math.floor(self.attack_number / 6),
math.floor(self.attack_number / 4)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 3 then
self.var = math.max(10 - math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)
end
end
self.frames = self.frames + 1
self.section_frames = self.section_frames + 1
if self.current_attack == 5 then
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
if self.section_frames % 24 == 0 and self.section_frames >= 25 then
self.piece.locked = true
playSE("undyne", "pike")
end
else
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
end
return true
end
function TheTrueHero:onPieceEnter()
self.queue_age = 0
self.grounded_time = 0
end
function TheTrueHero:onHold()
self.grounded_time = 0
end
function TheTrueHero:whilePieceActive()
if self.piece:isDropBlocked(self.grid) then
self.grounded_time = self.grounded_time + 1
if self.grounded_time >= 120 then
self.piece.locked = true
end
end
self.queue_age = self.queue_age + 1
end
function TheTrueHero:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if self.current_attack == 1 or self.current_attack == 3 then
self.var = math.max(self.var - 1, 0)
self:advanceBottomRow(1)
playSE("undyne", "ding")
elseif self.current_attack == 2 then
self.var = math.max(self.var - cleared_row_count, 0)
if cleared_row_count ~= 0 then
playSE("undyne", "ding")
end
end
end
function TheTrueHero:advanceBottomRow(dx)
if self.var <= 0 and self.current_attack == 3 then
self.grid:copyBottomRow()
self.var = math.max(10 - math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)
playSE("undyne", "pike")
end
end
function TheTrueHero:setNextOpacity(i)
if self.current_attack == 4 then
local hidden_next_pieces = math.ceil(self.attack_number / 15)
if i < hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 0)
elseif i == hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.queue_age / 15))
else
love.graphics.setColor(1, 1, 1, 1)
end
else
love.graphics.setColor(1, 1, 1, 1)
end
end
local function invisible(game, block, x, y, age)
return 0.5, 0.5, 0.5, 1 - age / (300 - game.attack_number * 5.5), 0
end
function TheTrueHero:drawGrid()
if self.current_attack == 6 then
self.grid:drawCustom(invisible, self)
else
self.grid:draw()
end
self:drawGhostPiece()
end
function TheTrueHero:drawScoringInfo()
self.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.printf("ATTACK NUMBER", 240, 150, 200, "left")
love.graphics.printf("ATTACK", 240, 230, 200, "left")
love.graphics.setFont(font_3x5_3)
if self.attack_number > 0 then
love.graphics.printf(self.attack_number .. " - " .. (
string.sub(formatTime(
self.section_times[Mod1(self.attack_number, #self.section_times)] - self.section_frames
), -4, -1)
), 240, 170, 200, "left")
end
love.graphics.printf(
self.attacks[self.current_attack] or "",
240, 250, 200, "left"
)
love.graphics.setFont(font_3x5_4)
if self.current_attack >= 1 and self.current_attack <= 3 then
love.graphics.setColor(
(not self.game_over and self.frames % 4 < 2) and
(
self.var == 0 and {0.3, 1, 0.3, 1} or {1, 0.3, 0.3, 1}
) or {1, 1, 1, 1}
)
love.graphics.printf(self.var, 240, 280, 200, "left")
love.graphics.setColor(1, 1, 1, 1)
end
end
function TheTrueHero:getHighscoreData()
return {
frames = self.frames,
}
end
function TheTrueHero:getBackground()
return math.max(0, self.attack_number - 1) % 20
end
return TheTrueHero