2020-11-11 21:24:56 -06:00
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local DemonModeGame = GameMode:extend()
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DemonModeGame.name = "Demon Mode"
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DemonModeGame.hash = "DemonMode"
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DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
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function DemonModeGame:new()
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DemonModeGame.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.grade = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_tetris_count = 0
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self.section_tries = 0
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self.enable_hold = true
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self.lock_drop = true
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self.lock_hard_drop = true
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2020-12-22 21:09:17 -06:00
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self.next_queue_length = 6
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2020-11-11 21:24:56 -06:00
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if math.random() < 1/6.66 then
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self.rpc_details = "Suffering"
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end
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end
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function DemonModeGame:getARE()
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if self.level < 500 then return 30
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 15
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elseif self.level < 800 then return 14
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elseif self.level < 900 then return 12
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elseif self.level < 1000 then return 11
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elseif self.level < 1100 then return 10
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elseif self.level < 1300 then return 8
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elseif self.level < 1400 then return 6
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elseif self.level < 1700 then return 4
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elseif self.level < 1800 then return 3
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elseif self.level < 1900 then return 2
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elseif self.level < 2000 then return 1
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else return 0 end
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end
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function DemonModeGame:getLineARE()
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return self:getARE()
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end
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function DemonModeGame:getDasLimit()
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if self.level < 500 then return 15
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elseif self.level < 1000 then return 10
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elseif self.level < 1500 then return 5
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elseif self.level < 1700 then return 4
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elseif self.level < 1900 then return 3
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elseif self.level < 2000 then return 2
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else return 1 end
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end
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function DemonModeGame:getLineClearDelay()
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if self.level < 600 then return 15
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elseif self.level < 800 then return 10
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elseif self.level < 1000 then return 8
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elseif self.level < 1500 then return 5
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elseif self.level < 1700 then return 3
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elseif self.level < 1900 then return 2
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elseif self.level < 2000 then return 1
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else return 0 end
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end
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function DemonModeGame:getLockDelay()
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if self.level < 100 then return 30
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elseif self.level < 200 then return 25
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elseif self.level < 300 then return 22
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elseif self.level < 400 then return 20
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elseif self.level < 1000 then return 15
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elseif self.level < 1200 then return 10
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elseif self.level < 1400 then return 9
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elseif self.level < 1500 then return 8
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elseif self.level < 1600 then return 7
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elseif self.level < 1700 then return 6
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elseif self.level < 1800 then return 5
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elseif self.level < 1900 then return 4
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elseif self.level < 2000 then return 3
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else return 2 end
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end
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function DemonModeGame:getGravity()
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return 20
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end
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local function getSectionForLevel(level)
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return math.floor(level / 100) + 1
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end
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local cleared_row_levels = {1, 3, 6, 10}
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function DemonModeGame:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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return false
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elseif self.roll_frames >= 1337 then
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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end
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function DemonModeGame: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 DemonModeGame:onLineClear(cleared_row_count)
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if cleared_row_count == 4 then
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self.section_tetris_count = self.section_tetris_count + 1
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end
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local advanced_levels = cleared_row_levels[cleared_row_count]
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if not self.clear then
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self:updateSectionTimes(self.level, self.level + advanced_levels)
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end
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end
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function DemonModeGame:updateSectionTimes(old_level, new_level)
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local section = math.floor(old_level / 100) + 1
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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-- If at least one Tetris in this section hasn't been made,
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-- deny section passage.
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if old_level > 500 then
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if self.section_tetris_count == 0 then
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self.level = 100 * math.floor(old_level / 100)
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self.section_tries = self.section_tries + 1
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else
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self.level = math.min(new_level, 2500)
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-- if this is first try (no denials, add a grade)
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if self.section_tries == 0 then
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self.grade = self.grade + 1
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end
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self.section_tries = 0
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self.section_tetris_count = 0
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-- record new section
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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-- maybe clear
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if self.level == 2500 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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end
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end
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elseif old_level < 100 then
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-- If section time is under cutoff, skip to level 500.
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if self.frames < frameTime(1,00) then
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self.level = 500
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self.grade = 5
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self.section_tries = 0
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self.section_tetris_count = 0
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else
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self.level = math.min(new_level, 2500)
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self.skip_failed = true
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self.grade = self.grade + 1
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end
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-- record new section
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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else
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self.level = math.min(new_level, 2500)
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if self.skip_failed and new_level >= 500 then
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self.level = 500
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self.game_over = true
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end
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self.grade = math.min(self.grade + 1, 4)
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end
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else
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self.level = math.min(new_level, 2500)
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end
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end
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function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local letter_grades = {
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[0] = "", "D", "C", "B", "A",
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"S", "S-A", "S-B", "S-C", "S-D",
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"X", "X-A", "X-B", "X-C", "X-D",
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"W", "W-A", "W-B", "W-C", "W-D",
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"Master", "MasterS", "MasterX", "MasterW", "Grand Master",
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"Demon Master"
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}
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function DemonModeGame:getLetterGrade()
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return letter_grades[self.grade]
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end
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function DemonModeGame:drawGrid()
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if self.clear and not (self.completed or self.game_over) then
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self.grid:drawInvisible(self.rollOpacityFunction)
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else
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self.grid:draw()
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end
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end
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DemonModeGame.rollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function DemonModeGame:drawScoringInfo()
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DemonModeGame.super.drawScoringInfo(self)
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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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if self.grade ~= 0 then love.graphics.printf("GRADE", 240, 120, 40, "left") end
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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-- draw section time data
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local current_section = getSectionForLevel(self.level)
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self:drawSectionTimesWithSecondary(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right")
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end
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function DemonModeGame:getHighscoreData()
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return {
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grade = self.grade,
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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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function DemonModeGame:getBackground()
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return math.min(math.floor(self.level / 100), 19)
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end
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return DemonModeGame
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