cambridge-modpack/tetris/modes/kamui.lua

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Randomizer = require 'tetris.randomizers.kamui_sequence'
local KamuiGame = GameMode:extend()
KamuiGame.name = "Race A3"
KamuiGame.hash = "RaceA3"
KamuiGame.tagline = "How fast can you reach level 500?"
function KamuiGame:new()
self.super:new()
self.randomizer = Randomizer()
self.time_limit = 18000
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function KamuiGame:getARE()
if self.level < 100 then return 16
elseif self.level < 300 then return 12
elseif self.level < 400 then return 6
else return 5 end
end
function KamuiGame:getLineARE()
if self.level < 100 then return 12
elseif self.level < 400 then return 6
else return 5 end
end
function KamuiGame:getLineClearDelay() return self:getLineARE() end
function KamuiGame:getDasLimit()
if self.level < 200 then return 10
elseif self.level < 300 then return 9
elseif self.level < 400 then return 8
else return 6 end
end
function KamuiGame:getLockDelay()
if self.level < 100 then return 30
elseif self.level < 200 then return 26
elseif self.level < 300 then return 22
elseif self.level < 400 then return 18
else return 15 end
end
function KamuiGame:getGravity() return 20 end
function KamuiGame:onPieceEnter()
if self.level % 100 ~= 99 and self.frames ~= 0 then
self.level = self.level + 1
end
end
function KamuiGame:onLineClear(cleared_row_count)
local cleared_row_levels = {1, 2, 4, 6}
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
self.level = math.min(500, new_level)
self.game_over = self.level == 500
end
function KamuiGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- record new section
table.insert(self.section_times, self.frames - self.section_start_time)
self.section_start_time = self.frames
end
end
function KamuiGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.time_limit = self.time_limit - 1
end
return true
end
function KamuiGame:drawGrid() self.grid:draw() end
function KamuiGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
local text_x = config["side_next"] and 316 or 240
love.graphics.setFont(font_3x5_2)
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love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("TIME LEFT", text_x, 250, 80, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.level == 500 and self.level or (math.floor(self.level / 100) + 1) * 100, text_x, 370, 40, "right")
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-- draw time left, flash red if necessary
if not self.game_over and self.time_limit < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(self.time_limit), text_x, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
end
function KamuiGame:getBackground()
return math.floor(self.level / 100)
end
function KamuiGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
return KamuiGame