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Added Survival AXH: A mode from Heboris UE
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tetris/modes/survival_axh.lua
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119
tetris/modes/survival_axh.lua
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local SurvivalAXGame = require 'tetris.modes.survival_ax'
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local SurvivalAXHGame = SurvivalAXGame:extend()
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SurvivalAXHGame.name = "Survival AXH"
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SurvivalAXHGame.hash = "SurvivalAXH"
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SurvivalAXHGame.tagline = "An old Heboris mode! The field slowly hides itself!"
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function SurvivalAXHGame:new()
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SurvivalAXGame:new()
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self.hidden_timer = 0
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self.hidden_rows = 0
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end
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function SurvivalAXHGame:getARE() return 3 end
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function SurvivalAXHGame:getLineARE() return 3 end
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function SurvivalAXHGame:getLineClearDelay() return 3 end
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function SurvivalAXHGame:getLockDelay() return 11 end
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function SurvivalAXHGame:getDasLimit() return 7 end
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function SurvivalAXHGame:getSkin()
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return self.lines >= 150 and "bone" or "2tie"
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end
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function SurvivalAXHGame:getHiddenDelay()
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if (self.lines >= 50 and self.lines < 70) then
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return 30 * self.hidden_rows + 45
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elseif (self.lines >= 70 and self.lines < 150) then
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return 10 * self.hidden_rows + 30
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end
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end
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function SurvivalAXHGame:getSectionTimeLimit()
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return ({
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[0] = 1800, 1800, 1800, 1800, 1800, 1500, 1500, 1500, 1500, 1500,
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1200, 1200, 1200, 1020, 900, 1200, 1020, 900, 840, 840, 840
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})[math.floor(self.lines / 10)]
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end
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function SurvivalAXHGame:advanceOneFrame()
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if self.ready_frames == 0 then
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if not self.section_clear then
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self.frames = self.frames + 1
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if self:getHiddenDelay() then
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self.hidden_timer = self.hidden_timer + 1
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if self.hidden_timer >= self:getHiddenDelay() then
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self.hidden_timer = 0
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self.hidden_rows = math.min(self.hidden_rows + 1, 19)
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end
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end
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end
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if self:getSectionTime() >= self:getSectionTimeLimit() then
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self.game_over = true
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end
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end
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return true
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end
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function SurvivalAXHGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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self.lines = math.min(new_lines, 200)
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self.hidden_rows = math.max(0, self.hidden_rows - cleared_row_count)
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if self.lines == 200 then
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self.grid:clear()
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self.clear = true
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self.completed = true
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end
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end
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end
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function SurvivalAXHGame:drawGrid()
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self.grid:drawOutline()
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if self:getHiddenDelay() then
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for i = 1, self.hidden_rows do
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for j = 1, 10 do
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love.graphics.draw(blocks["2tie"]["F"], 48+j*16, (24-i+1)*16)
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end
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end
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end
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end
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function SurvivalAXHGame:drawScoringInfo()
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SurvivalAXGame.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.lines < 200 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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love.graphics.printf("LINES", 240, 320, 40, "left")
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local current_section = math.floor(self.lines / 10) + 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.lines, 240, 340, 40, "right")
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love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
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-- draw time left, flash red if necessary
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local time_left = self:getSectionTimeLimit() - math.max(self:getSectionTime(), 0)
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if not self.game_over and not self.clear and time_left < 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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if self.lines < 200 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
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love.graphics.setColor(1, 1, 1, 1)
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end
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function SurvivalAXHGame:getBackground()
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return math.min(math.floor(self.lines / 10), 19)
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end
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return SurvivalAXHGame
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