cambridge-modpack/tetris/modes/survival_axh.lua

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local SurvivalAXGame = require 'tetris.modes.survival_ax'
local SurvivalAXHGame = SurvivalAXGame:extend()
SurvivalAXHGame.name = "Survival AXH"
SurvivalAXHGame.hash = "SurvivalAXH"
SurvivalAXHGame.tagline = "An old Heboris mode! The field slowly hides itself!"
function SurvivalAXHGame:new()
SurvivalAXGame:new()
self.hidden_timer = 0
self.hidden_rows = 0
end
function SurvivalAXHGame:getARE() return 3 end
function SurvivalAXHGame:getLineARE() return 3 end
function SurvivalAXHGame:getLineClearDelay() return 3 end
function SurvivalAXHGame:getLockDelay() return 11 end
function SurvivalAXHGame:getDasLimit() return 7 end
function SurvivalAXHGame:getSkin()
return self.lines >= 150 and "bone" or "2tie"
end
function SurvivalAXHGame:getHiddenDelay()
if (self.lines >= 50 and self.lines < 70) then
return 30 * self.hidden_rows + 45
elseif (self.lines >= 70 and self.lines < 150) then
return 10 * self.hidden_rows + 30
end
end
function SurvivalAXHGame:getSectionTimeLimit()
return ({
[0] = 1800, 1800, 1800, 1800, 1800, 1500, 1500, 1500, 1500, 1500,
1200, 1200, 1200, 1020, 900, 1200, 1020, 900, 840, 840, 840
})[math.floor(self.lines / 10)]
end
function SurvivalAXHGame:advanceOneFrame()
if self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
if self:getHiddenDelay() then
self.hidden_timer = self.hidden_timer + 1
if self.hidden_timer >= self:getHiddenDelay() then
self.hidden_timer = 0
self.hidden_rows = math.min(self.hidden_rows + 1, 19)
end
end
end
if self:getSectionTime() >= self:getSectionTimeLimit() then
self.game_over = true
end
end
return true
end
function SurvivalAXHGame:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 200)
self.hidden_rows = math.max(0, self.hidden_rows - cleared_row_count)
if self.lines == 200 then
self.grid:clear()
self.clear = true
self.completed = true
end
end
end
function SurvivalAXHGame:drawGrid()
self.grid:drawOutline()
if self:getHiddenDelay() then
for i = 1, self.hidden_rows do
for j = 1, 10 do
love.graphics.draw(blocks["2tie"]["W"], 48+j*16, (24-i+1)*16)
end
end
end
end
function SurvivalAXHGame:drawScoringInfo()
SurvivalAXGame.super.drawScoringInfo(self)
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)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if self.lines < 200 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self:getSectionTimeLimit() - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
if self.lines < 200 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1)
end
function SurvivalAXHGame:getBackground()
return math.min(math.floor(self.lines / 10), 19)
end
return SurvivalAXHGame