mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-22 18:19:02 -06:00
Official Public Relase
This commit is contained in:
parent
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569
tetris/modes/highstacker.lua
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569
tetris/modes/highstacker.lua
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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 Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
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local HighStackerGame = GameMode:extend()
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HighStackerGame.name = "High Stacker"
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HighStackerGame.hash = "HighStacker"
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HighStackerGame.tagline = "Play risky on the higher fields and don't be a chicken!"
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--Official Release v1.0
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--Concept & Coding by Xx_Henry_xX (Xx_Henry_xX#0296)
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--Code mostly & shamelessly stolen from...
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--Marathon A2 / A3
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--Survival 2020
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--[[
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changelog
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Official Release v1.0
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-2'-ALL ending appearing on other ALLs fixed
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-transition bug is fixed AT LAST!!!!!!!!!!!!!
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Official Release v0.2
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-null piece bug fixed
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-some pointless bool == bool stuffs edited
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Official Release v0.1
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-total delay is now ura loop 2 exclusive
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-edited total delay values
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-end of game bonus details added
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-2'-ALL ending added
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-roll bgm added
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Discord Beta v2.0
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-scoring rehaul (mostly on REN)
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-slot is gone
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-current section score & section cool requirement display added
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Discord Beta v1.2
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-adjusted section cool cutoffs and ura 2nd loop cutoff
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-fixed end of game bonus being given endlessly (kudos 2 infinifen#1129)
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Discord Beta v1.1
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-bugfixes on section score text color
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-end of game bonus added
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Discord Beta v1.0
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-initial semi-public release
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]]
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function HighStackerGame:new()
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HighStackerGame.super:new()
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self.roll_frames = 0
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self.combo = 0
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self.randomizer = Bag7NoSZOStartRandomizer()
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self.grade = 0
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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self.section_start_score = 0
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self.section_scores = { [0] = 0 }
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self.loop = 0 --0 == loop 1 / 1 == omote / 2 == ura
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self.total_lines = 0
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self.section_cools = 0
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self.cool_timer = 0
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self.ground_touched = false
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self.total_delay = 300
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self.show_loop = false
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self.actually_cue_the_rolls = false
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self.ren_on = false
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self.line_details = { }
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self.line_details_second = { }
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self.detail_timer = 0
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self.ending = 0
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self.clear_bonus_given = false
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--debug
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--[[
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self.level = 499
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self.section_cools = 4
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self.score = 50000000
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self.section_scores = {
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[0] = 10000000,
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[1] = 10000000,
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[2] = 10000000,
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[3] = 10000000
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}
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]]
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self.additive_gravity = false
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self.lock_drop = false
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self.lock_hard_drop = false
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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 HighStackerGame:getARE()
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if self.level < 700 then return 27
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elseif self.level < 800 then return 18
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else return 14 end
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end
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function HighStackerGame:getLineARE()
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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else return 8 end
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end
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function HighStackerGame:getDasLimit()
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if self.level < 500 then return 15
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elseif self.level < 900 then return 9
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else return 7 end
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end
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function HighStackerGame:getLineClearDelay()
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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else return 6 end
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end
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function HighStackerGame:getLockDelay()
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if self.level < 900 then return 30
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else return 17 end
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end
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function HighStackerGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20
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end
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end
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function HighStackerGame:getTotalDelay()
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if self.loop ~= 2 then return 300
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elseif self.level < 530 then return 270
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elseif self.level < 600 then return 240
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elseif self.level < 700 then return 210
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elseif self.level < 800 then return 180
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elseif self.level < 900 then return 150
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else return 120 end
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end
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function HighStackerGame: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 not self.actually_cue_the_rolls then
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if self.roll_frames < -120 then
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return false
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elseif self.roll_frames >= 0 then
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if self.loop ~= 0 then
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self.clear = false
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self.ready_frames = 100
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self.show_loop = true
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end
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return true
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end
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return false
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elseif self.roll_frames < 0 then
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if self.roll_frames + 1 == 0 then
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switchBGM("credit_roll", "gm3")
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end
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return false
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elseif self.roll_frames > 3701 then
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self.completed = true
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switchBGM(nil)
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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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if self.piece ~= nil then
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if self.ground_touched and self.loop == 2 then
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self.total_delay = self.total_delay + 1
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if self.total_delay >= self:getTotalDelay() and self.piece:isDropBlocked(self.grid) then
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self.piece.locked = true
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end
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elseif self.piece:isDropBlocked(self.grid) then self.ground_touched = true end
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end
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end
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if self.detail_timer > 0 then
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self.detail_timer = self.detail_timer - 1
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end
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return true
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end
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function HighStackerGame:onPieceEnter()
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self.total_delay = 0
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self.ground_touched = false
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if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 and not self.ren_on then
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self.level = self.level + 1
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end
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end
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local line_count_multiplier = {1, 2, 4, 6}
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local line_position_score = {
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15000,
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15000,
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15000,
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15000, --lowest off-field row
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15000,
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10000,
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9000,
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8000,
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7000,
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6000,
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5000,
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4000,
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3000,
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2000,
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1000,
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900,
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800,
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700,
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600,
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500,
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40,
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30,
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20,
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10
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}
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function HighStackerGame:updateScore(level, drop_bonus, cleared_lines)
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local ae, cleared_lines_table = self.grid:getClearedRowCount()
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self.total_lines = self.total_lines + cleared_lines
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if cleared_lines > 0 then
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self.detail_timer = 120
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self.line_details = { }
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self.line_details_second = { }
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local basescore = self.combo
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local levelscore = self.level * 10
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table.insert(self.line_details_second, levelscore)
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if basescore > 0 then
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table.insert(self.line_details_second, basescore)
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self.ren_on = true
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end
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if self.loop == 1 then levelscore = levelscore - 5000 end
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basescore = basescore + levelscore
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for key, pos in ipairs(cleared_lines_table) do
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basescore = basescore + line_position_score[pos]
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table.insert(self.line_details, line_position_score[pos])
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end
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self.score = self.score + basescore * line_count_multiplier[cleared_lines]
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self.combo = basescore
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else
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self.combo = 0
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self.ren_on = false
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end
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self.drop_bonus = 0
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if self.clear then self.lines = self.lines + cleared_lines end --reminder that this is for roll lines
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end
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function HighStackerGame:onLineClear(cleared_row_count)
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if self.ren_on == false then
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self:updateSectionScores(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 1000)
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end
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if self.level >= 500 and not self.clear and self.loop == 0 then
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self.level = 500
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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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if self:nextloopcheck() then
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self.roll_frames = self.roll_frames - 120
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self.lcd = 0
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self.are = 0
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else
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self.actually_cue_the_rolls = true
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end
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elseif self.level == 1000 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.actually_cue_the_rolls = true
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self.roll_frames = -150
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end
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self.lock_drop = self.level >= 900
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self.lock_hard_drop = self.level >= 900
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end
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local lowest_section_cool_cutoff = 800000
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function HighStackerGame:updateSectionScores(old_level, new_level)
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if self.clear or self.loop ~= 0 then return end
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if math.floor(old_level / 100) < math.floor(new_level / 100) or
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new_level >= 500 then
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-- record new section
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section_score = self.score - self.section_start_score
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self.section_scores[math.floor(old_level / 100)] = section_score
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self.section_start_score = self.score
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if self.loop == 0 then
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if section_score >= lowest_section_cool_cutoff + 50000 * (math.floor(old_level / 100) + self.section_cools) then
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self.section_cools = self.section_cools + 1
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self.cool_timer = 300
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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 HighStackerGame:nextloopcheck()
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if not self.clear then return false end
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if self.section_cools >= 5 and self.score >= 6000000 then
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self.loop = 2
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return true
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elseif self.section_cools >= 3 and self.score >= 4000000 then
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self.loop = 1
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return true
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end
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return false
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end
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function HighStackerGame:getSkin()
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return (self.level >= 701 and self.loop == 2) and "bone" or "2tie"
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end
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function HighStackerGame:onGameComplete()
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if not self.clear_bonus_given then
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self.clear_bonus_given = true
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if self.loop == 2 then
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self.score = self.score + self.total_lines * 100 + self.lines * 1000
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elseif self.loop == 1 then
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self.score = self.score + self.total_lines * 100 + self.lines * 500
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else
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self.score = self.score + self.total_lines * 10 + self.lines * 100
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end
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end
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self:onGameOver()
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end
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function HighStackerGame:onGameOver()
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switchBGM(nil)
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if not self.clear_bonus_given then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf("GAME\nOVER", 64, 200, 160, "center")
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else
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if self.game_over_frames >= 300 then
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames - 300 < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, (self.game_over_frames - 300)/animation_length - 1)
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else
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alpha = 1
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end
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love.graphics.setColor(0, 0, 0, alpha)
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love.graphics.rectangle(
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"fill", 64, 80,
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16 * self.grid.width, 16 * (self.grid.height - 4)
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)
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end
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if self.game_over_frames >= 420 and loop == 2 then
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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.printf(
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[[And so, the journey
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for the true end of
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this absurd scoring
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mode is over...
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|
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|
From now on,
|
||||||
|
aim for an even
|
||||||
|
higher score.
|
||||||
|
|
||||||
|
May fortune
|
||||||
|
be with you.
|
||||||
|
|
||||||
|
-Xx_Henry_xX]], 67, math.max(125, 1000 - self.game_over_frames), 160, "left")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
HighStackerGame.rollOpacityFunction = function(age)
|
||||||
|
if age < 240 then return 1
|
||||||
|
elseif age > 300 then return 0
|
||||||
|
else return 1 - (age - 240) / 60 end
|
||||||
|
end
|
||||||
|
|
||||||
|
HighStackerGame.mRollOpacityFunction = function(age)
|
||||||
|
if age > 4 then return 0
|
||||||
|
else return 1 - age / 4 end
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:drawGrid()
|
||||||
|
if self.clear and not (self.completed or self.game_over) then
|
||||||
|
if self.loop == 2 then
|
||||||
|
self.grid:drawInvisible(self.mRollOpacityFunction, nil, false)
|
||||||
|
elseif self.loop == 1 then
|
||||||
|
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
|
||||||
|
else
|
||||||
|
self.grid:draw()
|
||||||
|
end
|
||||||
|
else
|
||||||
|
self.grid:draw()
|
||||||
|
if self.piece ~= nil then
|
||||||
|
self:drawGhostPiece(ruleset)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:drawScoringInfo()
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
|
||||||
|
--y is dis debug text everywhere
|
||||||
|
--[[
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
love.graphics.print(
|
||||||
|
self.das.direction .. " " ..
|
||||||
|
self.das.frames .. " " ..
|
||||||
|
strTrueValues(self.prev_inputs)
|
||||||
|
)
|
||||||
|
]]
|
||||||
|
|
||||||
|
love.graphics.printf("NEXT", 126, 6, 40, "left")
|
||||||
|
love.graphics.printf("HOLD", 46, 6, 40, "left")
|
||||||
|
--love.graphics.printf("SCORE", 240, 200, 40, "left")
|
||||||
|
local vertpos = 320
|
||||||
|
if self.show_loop then vertpos = 290 end
|
||||||
|
love.graphics.printf("LEVEL", 240, vertpos, 40, "left")
|
||||||
|
|
||||||
|
love.graphics.setFont(font_3x5_3)
|
||||||
|
if self.clear and not self.actually_cue_the_rolls and self.roll_frames >= -120 then
|
||||||
|
if self.loop == 2 then
|
||||||
|
love.graphics.printf("WELCOME TO THE SPECIAL ROUND", 64, 200, 160, "center")
|
||||||
|
else
|
||||||
|
love.graphics.printf("Let's try everything again", 64, 200, 160, "center")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.clear_bonus_given then
|
||||||
|
if self.loop == 0 then
|
||||||
|
love.graphics.setFont(font_3x5_3)
|
||||||
|
love.graphics.printf("ALL CLEAR!", 44, 100, 200, "center")
|
||||||
|
love.graphics.setFont(font_3x5)
|
||||||
|
love.graphics.printf("(probably)", 44, 125, 200, "center")
|
||||||
|
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
love.graphics.printf("TOTAL LINES", 80, 240, 120, "left")
|
||||||
|
love.graphics.printf(self.total_lines .. " x 10\n" .. (self.total_lines * 10), 80, 260, 120, "right")
|
||||||
|
love.graphics.printf("ROLL LINES", 80, 320, 120, "left")
|
||||||
|
love.graphics.printf(self.lines .. " x 100\n" .. (self.lines * 100), 80, 340, 120, "right")
|
||||||
|
elseif self.loop == 1 then
|
||||||
|
love.graphics.setFont(font_3x5_3)
|
||||||
|
love.graphics.printf("ALL CLEAR!", 44, 100, 200, "center")
|
||||||
|
love.graphics.setFont(font_3x5)
|
||||||
|
love.graphics.printf("(probably)", 44, 125, 200, "center")
|
||||||
|
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
love.graphics.printf("TOTAL LINES", 80, 240, 120, "left")
|
||||||
|
love.graphics.printf(self.total_lines .. " x 100\n" .. (self.total_lines * 100), 80, 260, 120, "right")
|
||||||
|
love.graphics.printf("ROLL LINES", 80, 320, 120, "left")
|
||||||
|
love.graphics.printf(self.lines .. " x 500\n" .. (self.lines * 500), 80, 340, 120, "right")
|
||||||
|
elseif self.game_over_frames < 300 then
|
||||||
|
love.graphics.printf("CONGRATULATIONS!\nTRUE 2-ALL\nCLEAR!!!", 44, 100, 200, "center")
|
||||||
|
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
love.graphics.printf("TOTAL LINES", 80, 240, 120, "left")
|
||||||
|
love.graphics.printf(self.total_lines .. " x 100\n" .. (self.total_lines * 100), 80, 260, 120, "right")
|
||||||
|
love.graphics.printf("ROLL LINES", 80, 320, 120, "left")
|
||||||
|
love.graphics.printf(self.lines .. " x 1000\n" .. (self.lines * 1000), 80, 340, 120, "right")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if(self.cool_timer > 0) then
|
||||||
|
love.graphics.printf("COOL!!", 64, 400, 160, "center")
|
||||||
|
self.cool_timer = self.cool_timer - 1
|
||||||
|
end
|
||||||
|
|
||||||
|
love.graphics.setFont(font_8x11)
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
love.graphics.printf(self.score, 48, 420, 180, "right")
|
||||||
|
love.graphics.setFont(font_3x5_3)
|
||||||
|
if self.show_loop then
|
||||||
|
if self.loop == 2 then
|
||||||
|
love.graphics.printf("2'-", 240, 310, 40, "right")
|
||||||
|
elseif self.loop == 1 then
|
||||||
|
love.graphics.printf("2-", 240, 310, 40, "left")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
love.graphics.printf(self:getLevel(), 240, 340, 40, "right")
|
||||||
|
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
love.graphics.printf(formatTime(self.frames), 500, 420, 180, "left")
|
||||||
|
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
if self.loop == 0 then
|
||||||
|
local prevSectionTotal = 0
|
||||||
|
for i = 0, #self.section_scores do
|
||||||
|
prevSectionTotal = prevSectionTotal + self.section_scores[i]
|
||||||
|
end
|
||||||
|
love.graphics.printf(self.score - prevSectionTotal, 240, 420, 70, "right")
|
||||||
|
love.graphics.printf("/" .. lowest_section_cool_cutoff + 50000 * (math.floor(self.level / 100) + self.section_cools), 240, 436, 70, "right")
|
||||||
|
end
|
||||||
|
|
||||||
|
cool_counter = 0
|
||||||
|
for i = 0, #self.section_scores do
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
if self.section_scores[i] > lowest_section_cool_cutoff + 50000 * (i + cool_counter) then
|
||||||
|
love.graphics.setColor(0, 1, 0, 1)
|
||||||
|
cool_counter = cool_counter + 1
|
||||||
|
end
|
||||||
|
love.graphics.printf(self.section_scores[i], 400, 80 + 16 * i, 180, "right")
|
||||||
|
end
|
||||||
|
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
if self.detail_timer > 0 then
|
||||||
|
for i = 1, #self.line_details do
|
||||||
|
love.graphics.printf(self.line_details[i] .. "x" .. line_count_multiplier[#self.line_details], 240, 134 + 16 * i, 60, "right")
|
||||||
|
end
|
||||||
|
for i = 1, #self.line_details_second do
|
||||||
|
love.graphics.printf(self.line_details_second[i] .. "x" .. line_count_multiplier[#self.line_details], 240, 196 + 16 * i, 60, "right")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:getHighscoreData()
|
||||||
|
return {
|
||||||
|
score = self.score,
|
||||||
|
level = self.level,
|
||||||
|
frames = self.frames,
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:getLevel()
|
||||||
|
if self.loop ~=0 then return self.level - 500 end
|
||||||
|
return self.level
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:getSectionEndLevel()
|
||||||
|
if self.loop ~=0 then return math.min(math.floor((self.level - 500) / 100 + 1) * 100, 500) end
|
||||||
|
return math.min(math.floor(self.level / 100 + 1) * 100, 500)
|
||||||
|
end
|
||||||
|
|
||||||
|
function HighStackerGame:getBackground()
|
||||||
|
return math.floor(self.level / 100)
|
||||||
|
end
|
||||||
|
|
||||||
|
return HighStackerGame
|
Loading…
Reference in New Issue
Block a user