mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-22 19:39:03 -06:00
131 lines
3.5 KiB
Lua
131 lines
3.5 KiB
Lua
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Randomizer = require 'tetris.randomizers.kamui_sequence'
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local KamuiGame = GameMode:extend()
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KamuiGame.name = "Race A3"
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KamuiGame.hash = "RaceA3"
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KamuiGame.tagline = "How fast can you reach level 500?"
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function KamuiGame:new()
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self.super:new()
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self.randomizer = Randomizer()
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self.time_limit = 18000
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function KamuiGame:getARE()
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if self.level < 100 then return 16
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elseif self.level < 300 then return 12
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elseif self.level < 400 then return 6
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else return 5 end
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end
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function KamuiGame:getLineARE()
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if self.level < 100 then return 12
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elseif self.level < 400 then return 6
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else return 5 end
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end
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function KamuiGame:getLineClearDelay() return self:getLineARE() end
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function KamuiGame:getDasLimit()
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if self.level < 200 then return 10
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elseif self.level < 300 then return 9
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elseif self.level < 400 then return 8
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else return 6 end
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end
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function KamuiGame:getLockDelay()
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if self.level < 100 then return 30
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elseif self.level < 200 then return 26
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elseif self.level < 300 then return 22
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elseif self.level < 400 then return 18
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else return 15 end
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end
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function KamuiGame:getGravity() return 20 end
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function KamuiGame:onPieceEnter()
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if self.level % 100 ~= 99 and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function KamuiGame:onLineClear(cleared_row_count)
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local cleared_row_levels = {1, 2, 4, 6}
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local new_level = self.level + cleared_row_levels[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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self.level = math.min(500, new_level)
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self.game_over = self.level == 500
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end
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function KamuiGame:updateSectionTimes(old_level, new_level)
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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-- record new section
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table.insert(self.section_times, self.frames - self.section_start_time)
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self.section_start_time = self.frames
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end
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end
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function KamuiGame:advanceOneFrame()
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.time_limit = self.time_limit - 1
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end
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return true
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end
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function KamuiGame:drawGrid() self.grid:draw() end
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function KamuiGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self.level == 500 and self.level or (math.floor(self.level / 100) + 1) * 100, 240, 370, 40, "right")
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-- draw time left, flash red if necessary
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if not self.game_over and self.time_limit < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(self.time_limit), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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end
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function KamuiGame:getBackground()
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return math.floor(self.level / 100)
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end
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function KamuiGame:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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}
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end
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return KamuiGame
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