cambridge-modpack/tetris/modes/marathon_c99.lua

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local GameMode = require 'tetris.modes.gamemode'
local Grid = require 'tetris.components.grid'
local SegaRandomizer = require 'tetris.randomizers.sega'
local PowerOnSequence = require 'tetris.randomizers.poweron'
local MarathonC99Game = GameMode:extend()
MarathonC99Game.name = "Marathon C99"
MarathonC99Game.hash = "MarathonC99"
MarathonC99Game.tagline = "A recreation of Sega ***ris Naomi / Dreamcast!"
local lines_to_next_level = {
[0] = 6, 6, 7, 9, 6, 9,
9, 9, 10, 10, 20, 16, 16,
16, 16, 0, 1, math.huge
}
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local level_names = {
[0]="LITTLE ISLE",
"GRAND CANYON",
"SHIBUYA",
"SOUTH POLE",
"ATLANTIS",
"Is. GALAPAGOS",
"EGYPT",
"NETHERLANDS",
"PARIS",
"ASAKUSA",
"VENICE",
"NIAGARA FALLS",
"Mt. RUSHMORE",
"BEI-JING",
"EASTER ISLAND",
"TRIP",
"THE MOON",
"[time]"
}
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local score_table = {
[0] = 0, 50, 200, 450, 1000, 2000, 3000, 4000
}
local slots_table = {
50, 10000, 50000, 100000
}
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local slot_popup = {["text"]="",["time"]=0,["slotnum"]=0}
local line_popup = {["y"]=0,["score"]=0,["lines"]=0}
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function MarathonC99Game:new()
self.super:new()
self.grid = Grid(10, 22)
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self.randomizer = SegaRandomizer()
self.additive_gravity = false
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self.roll_frames = 0
self.lines_to_next_level = lines_to_next_level[self.level]
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self.slots = {}
self.tetris_slots = 0
self.ccw_bonus = 10 ^ 7
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slot_popup = {["text"]="",["time"]=0}
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self.irs = false
self.enable_hard_drop = false
self.lock_drop = false
self.next_queue_length = 1
end
function MarathonC99Game:getARE()
if self.level == 0 then return 31
elseif self.level == 1 then return 28
elseif self.level <= 3 then return 26
elseif self.level == 4 then return 28
elseif self.level <= 15 then return 26
elseif self.level == 16 then return 31
else return 17 end
end
function MarathonC99Game:getLineARE()
return self:getARE()
end
function MarathonC99Game:getLineClearDelay()
return 57
end
function MarathonC99Game:getDasLimit()
return 15
end
function MarathonC99Game:getGravity()
if self.level == 0 then return 1/24
elseif self.level == 1 then return 1/15
elseif self.level == 2 then return 1/10
elseif self.level == 3 then return 1/3
elseif self.level == 4 then return 1/20
elseif self.level == 5 then return 1/3
elseif self.level <= 9 then return 1/2
elseif self.level <= 15 then return 1
elseif self.level == 16 then return 1/24
else return 1 end
end
function MarathonC99Game:getLockDelay()
if self.level == 0 then return 44
elseif self.level == 1 then return 39
elseif self.level == 2 then return 34
elseif self.level == 3 then return 30
elseif self.level == 4 then return 39
elseif self.level <= 7 then return 29
elseif self.level <= 9 then return 28
elseif self.level <= 12 then return 24
elseif self.level <= 14 then return 20
elseif self.level == 15 then return 19
elseif self.level == 16 then return 44
else return 18 end
end
function MarathonC99Game:getSlotMultiplier()
if self.level == 17 then return 10
elseif self.level >= 15 then return 5
else return math.ceil((self.level + 1) / 5) end
end
function MarathonC99Game:getScoreMultiplier()
if self.level == 17 then return 20
else return self.level + 1 end
end
function MarathonC99Game:startRightDAS()
self.move = "right"
self.das.direction = "right"
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function MarathonC99Game:startLeftDAS()
self.move = "left"
self.das.direction = "left"
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
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function MarathonC99Game:onPieceEnter()
self.piece.last_orientation = self.piece.rotation
end
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function MarathonC99Game:advanceOneFrame(inputs, ruleset)
if self.clear then
if self.level == 17 then
self.roll_frames = self.roll_frames + 1
if self.roll_frames >= frameTime(3,19) then
self.score = self.score + self.ccw_bonus
self.completed = true
end
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
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end
if self.piece ~= nil then
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if not (
self.piece.rotation - self.piece.last_orientation == -1 or -- 3 >> 2, 2 >> 1, 1 >> 0
self.piece.rotation - self.piece.last_orientation == 3 or -- 0 >> 3
self.piece.rotation - self.piece.last_orientation == 0 -- not rotated
) then
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self.ccw_bonus = 0
end
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if inputs.down and not self.piece:isDropBlocked(self.grid) then
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self.score = self.score + 1
end
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self.piece.last_orientation = self.piece.rotation
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end
end
function MarathonC99Game:onLineClear(cleared_row_count)
self.lines = self.lines + cleared_row_count
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line_popup.lines = cleared_row_count
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local score_to_add = score_table[cleared_row_count]
local highest_row_cleared
for i = 1, 22 do
if self.grid:isRowFull(i) then
highest_row_cleared = i
break
end
end
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if(cleared_row_count > 0) then
line_popup.y = (highest_row_cleared)*16
end
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if highest_row_cleared + 1 <= 22 and self.grid:isRowFull(highest_row_cleared + 1) and
highest_row_cleared + 2 <= 22 and not self.grid:isRowFull(highest_row_cleared + 2) and
highest_row_cleared + 3 <= 22 and self.grid:isRowFull(highest_row_cleared + 3) then
score_to_add = 1
elseif (cleared_row_count == 2 or cleared_row_count == 3) and
highest_row_cleared + 1 <= 22 and not self.grid:isRowFull(highest_row_cleared + 1) then
score_to_add = score_to_add + 100
end
if (#self.slots == 2) then
if (self.slots[1] == self.slots[2] and self.slots[1] == cleared_row_count) then
if cleared_row_count == 4 then
self.tetris_slots = (self.tetris_slots + 1) % 10
end
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if cleared_row_count == 4 and (self.tetris_slots == 0 or self.level == 17) then
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self.score = self.score + 999999
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slot_popup.text = "3xTETRIS\n+999999"
slot_popup.time = 150
slot_popup.slotnum = 4
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else
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clear_names = {"SINGLE","DOUBLE","TRIPLE","***RIS"}
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local score_text = tostring(math.min(999999, slots_table[cleared_row_count] * self:getSlotMultiplier()))
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while #score_text < 6 do score_text = "0"..score_text end
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self.score = self.score + math.min(999999, slots_table[cleared_row_count] * self:getSlotMultiplier())
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slot_popup.text = "3x"..clear_names[cleared_row_count].."\n+"..score_text
slot_popup.time = 150
slot_popup.slotnum = cleared_row_count
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end
end
self.slots = {}
else
table.insert(self.slots, cleared_row_count)
end
if self.grid:checkForBravo(cleared_row_count) then
self.score = self.score + 200000 * self:getSlotMultiplier()
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line_popup.score = 200000 * self:getSlotMultiplier()
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else
self.score = self.score + score_to_add * self:getScoreMultiplier()
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line_popup.score = score_to_add * self:getScoreMultiplier()
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end
if cleared_row_count >= self.lines_to_next_level then
self.level = self.level + 1
if self.level == 15 then
self.lines_to_next_level = 300 - self.lines
else
self.lines_to_next_level = lines_to_next_level[self.level]
end
if self.level == 16 then
self.clear = true
self.grid:clear()
if table.equalvalues(
self.used_randomizer.possible_pieces,
{"I", "J", "L", "O", "S", "T", "Z"}
) then
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self.used_randomizer = PowerOnSequence()
self.next_queue[1].shape = self.used_randomizer:nextPiece()
end
end
else
self.lines_to_next_level = self.lines_to_next_level - cleared_row_count
end
for i = 1, 4 do
self.grid:clearSpecificRow(i)
end
end
function MarathonC99Game:drawGrid()
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if(self.lcd > 0) then
love.graphics.setColor(1,1,1,1)
love.graphics.setFont(font_3x5_2)
--if(line_popup.lines > 1) then love.graphics.setFont(font_3x5_3) end
love.graphics.printf(line_popup.score,40,line_popup.y-1,200,"center")
end
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self.grid:draw()
end
function MarathonC99Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LEVEL "..self.level, 240, 120, 80, "left")
love.graphics.printf("LINES", 240, 190, 200, "left")
love.graphics.printf(self.lines.."/300", 240, 210, 200, "left")
if(self.level ~= 15 and self.level ~= 17) then
xp = -0.5
love.graphics.setColor(0,1,0,1)
for i=1,lines_to_next_level[self.level]-self.lines_to_next_level do
love.graphics.printf("|", 240+xp*5, 165, 30, "left")
xp = xp+1
end
love.graphics.setColor(0,0.5,0,1)
for i=1,self.lines_to_next_level do
love.graphics.printf("|", 240+xp*5, 165, 30, "left")
xp = xp+1
end
end
love.graphics.setColor(1,1,1,1)
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love.graphics.setFont(font_3x5_4)
love.graphics.printf(formatBigNum(self.score), 64, 400, 160, "center")
if self.ready_frames == 0 then
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love.graphics.setColor(
((self.frames + self.roll_frames) % 4 < 2) and
{0.3, 1, 0.3, 1} or
{1, 1, 1, 1}
)
if(slot_popup.time > 0) then
love.graphics.setFont(font_3x5_2)
love.graphics.printf(slot_popup.text, 310, 80, 200, "left")
slot_popup.time = slot_popup.time - 1
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
slot_popup.slotnum .. " " ..
slot_popup.slotnum .. " " ..
slot_popup.slotnum,
240, 80, 100, "left")
love.graphics.setColor(1,1,1,1)
else
love.graphics.setFont(font_3x5_3)
love.graphics.setColor(
(self.slots[1] and self.slots[2] and
self.slots[1] == self.slots[2] and
(self.frames + self.roll_frames) % 4 < 2) and
{0.3, 1, 0.3, 1} or
{1, 1, 1, 1}
)
love.graphics.printf(
(self.slots[1] and self.slots[1] or love.math.random(4)) .. " " ..
(self.slots[2] and self.slots[2] or love.math.random(4)) .. " " ..
love.math.random(4),
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240, 80, 100, "left")
love.graphics.setColor(1,1,1,1)
end
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(1, 1, 1, 1)
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level_names[17] = self.roll_frames == frameTime(3,19) and "THE EDGE OF THE WORLD" or formatTime(frameTime(3,19) - self.roll_frames)
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love.graphics.printf(level_names[self.level], 240, 137, 200, "left")
love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 240, 300, 160, "left")
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end
function MarathonC99Game:getBackground()
if self.level == 17 then
return math.floor(math.min(math.max(0, self.roll_frames * 20 / frameTime(3,19)), 19))
end
return self.level
end
function MarathonC99Game:getHighscoreData()
return {
score = self.score,
lines = self.lines,
level = self.level,
frames = self.frames,
}
end
return MarathonC99Game