v0.3-beta4

pull/4/head
Ishaan Bhardwaj 2021-02-16 15:58:55 -05:00
parent 2449e1747e
commit 719ca51857
4 changed files with 591 additions and 4 deletions

17
tetris/modes/babylon.lua Normal file
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@ -0,0 +1,17 @@
local MarathonGFGame = require 'tetris.modes.marathon_gf'
local BabylonMarathonGame = MarathonGFGame:extend()
BabylonMarathonGame.name = "Babylon Marathon"
BabylonMarathonGame.hash = "BabylonMarathon"
BabylonMarathonGame.tagline = "Help my blocks are ascending what do I do"
function BabylonMarathonGame:afterLineClear(cleared_row_count)
for i = 1, cleared_row_count do
self.grid:garbageRise({
"e", "e", "e", "e", "e", "e", "e", "e", "e", "e"
})
end
end
return BabylonMarathonGame

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@ -167,11 +167,21 @@ function GLock:onPieceLock()
end
end
function GLock:onGameComplete() end
function GLock:onPieceMove(piece)
piece.lock_delay = 0
end
function GLock:onPieceRotate(piece)
piece.lock_delay = 0
end
function GLock:onPieceDrop(piece)
piece.lock_delay = 0
end
function GLock:whilePieceActive()
if not self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) and self.prev_inputs["left"]
or not self.piece:isMoveBlocked(self.grid, {x=1, y=0}) and self.prev_inputs["right"] then
self.piece.lock_delay = 0
end
if self.piece:isDropBlocked(self.grid) then
self.time_active = self.time_active + 1
if self.time_active >= 240 then self.piece.locked = true end

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@ -0,0 +1,355 @@
local GameMode = require 'tetris.modes.gamemode'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonSTGame = GameMode:extend()
MarathonSTGame.name = "Marathon ST"
MarathonSTGame.hash = "MarathonST"
MarathonSTGame.tagline = "Grade points are heavily boosted! Can you make it to the end?"
function MarathonSTGame:new()
self.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.grade_point_multiplier = 100
self.section_start_time = 0
self.section_boosts = 0
self.section_boost_status = { [0] = false }
self.boost_message_time = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonSTGame:getSpeedLevel()
return self.level + self.section_boosts * 100
end
function MarathonSTGame:getARE()
local speed_level = self:getSpeedLevel()
if speed_level < 800 then return 27
elseif speed_level < 1000 then return 18
elseif speed_level < 1800 then return 14
elseif speed_level < 2000 then return 8
elseif speed_level < 2200 then return 7
else return 6 end
end
function MarathonSTGame:getLineARE()
local speed_level = self:getSpeedLevel()
if speed_level < 600 then return 27
elseif speed_level < 800 then return 18
elseif speed_level < 1000 then return 14
elseif speed_level < 2000 then return 8
elseif speed_level < 2200 then return 7
else return 6 end
end
function MarathonSTGame:getDasLimit()
local speed_level = self:getSpeedLevel()
if speed_level < 500 then return 14
elseif speed_level < 2000 then return 9
else return 7 end
end
function MarathonSTGame:getLockDelay()
local speed_level = self:getSpeedLevel()
if speed_level < 1200 then return 30
elseif speed_level < 1400 then return 26
elseif speed_level < 1600 then return 22
elseif speed_level < 1800 then return 18
elseif speed_level < 2000 then return 17
else return 15 end
end
function MarathonSTGame:getLineClearDelay()
local speed_level = self:getSpeedLevel()
if speed_level < 500 then return 40
elseif speed_level < 600 then return 25
elseif speed_level < 800 then return 16
elseif speed_level < 1000 then return 12
elseif speed_level < 2000 then return 6
elseif speed_level < 2200 then return 5
else return 4 end
end
function MarathonSTGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20 end
end
function MarathonSTGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonSTGame:onPieceEnter()
if self.level % 100 ~= 99 and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonSTGame:onPieceLock(piece, cleared_row_count)
MarathonSTGame.super:onPieceLock(piece, cleared_row_count)
self:updateGrade(cleared_row_count)
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 1500)
if self.level == 1500 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
end
local section_boost_requirements = {
[0] = frameTime(0,60), frameTime(0,57), frameTime(0,54), frameTime(0,51), frameTime(0,48),
frameTime(0,45), frameTime(0,42), frameTime(0,39), frameTime(0,36)
}
function MarathonSTGame:updateSectionTimes(old_level, new_level)
if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- record new section
local section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if (
old_level >= 600 and
math.floor(self:getSpeedLevel() / 100) % 2 == 0 and
section_time <= section_boost_requirements[self.section_boosts]
) then
self.section_boosts = self.section_boosts + 1
table.insert(self.section_boost_status, true)
self.grade_point_multiplier = self.grade_point_multiplier + 15
self.boost_message_time = 180
else
table.insert(self.section_boost_status, false)
end
end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.0, 1.2, 1.4, 1.5},
{1.0, 1.2, 1.5, 1.8},
{1.0, 1.4, 1.6, 2.0},
{1.0, 1.4, 1.7, 2.2},
{1.0, 1.4, 1.8, 2.3},
{1.0, 1.4, 1.9, 2.4},
{1.0, 1.5, 2.0, 2.5},
{1.0, 1.5, 2.1, 2.6},
{1.0, 2.0, 2.5, 3.0},
}
function MarathonSTGame:whilePieceActive()
if self.clear then return end
if self.combo <= 1 then
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
end
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
end
function MarathonSTGame:updateGrade(cleared_lines)
if cleared_lines == 0 then
self.combo = 1
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[math.min(self.grade + 1, 11)][math.min(cleared_lines, 4)] *
combo_multipliers[math.min(self.combo, 10)][math.min(cleared_lines, 4)] *
(self.grade_point_multiplier / 100) ^ (self.section_boosts == 9 and 2 or 1) *
(self.clear and 2 or 1)
)
)
if self.grade_points >= 100 and self.grade < 33 then
self.grade_points = 0
self.grade = self.grade + 1
end
if cleared_lines > 1 then
self.combo = self.combo + 1
end
end
end
local master_grades = { "M", "MK", "MJ", "MV", "MO", "MM" }
function MarathonSTGame:getLetterGrade()
if self.grade < 9 then
return tostring(9 - self.grade)
elseif self.grade < 18 then
return "S" .. tostring(self.grade - 8)
elseif self.grade < 27 then
return "M" .. tostring(self.grade - 17)
elseif self.grade < 33 then
return master_grades[self.grade - 26]
elseif self.grade >= 33 and (not self.completed or self.section_boosts < 9) then
return "MM+"
else
return "GM"
end
end
local function rollOpacityFunction(game, block, x, y, age)
if game.section_boosts == 9 then
return 0.5, 0.5, 0.5, 1 - age / 4, age >= 4 and 0 or 0.64
else
local fade_out_frames = 300 - game.section_boosts * 30
if age < fade_out_frames then
return 0.5, 0.5, 0.5, 1, 0.64
elseif age >= fade_out_frames + 60 then
return 0.5, 0.5, 0.5, 0, 0
else
return 0.5, 0.5, 0.5, 1 - (age - fade_out_frames) / 60, 0.64
end
end
end
function MarathonSTGame:drawGrid()
if self.clear and not (self.game_over or self.completed) then
self.grid:drawCustom(rollOpacityFunction, self)
else
self.grid:draw()
end
if self.level < 100 then
self:drawGhostPiece()
end
end
function MarathonSTGame:sectionColourFunction(section)
if self.section_boost_status[section] then
return {0, 1, 0, 1}
else
return {1, 1, 1, 1}
end
end
function MarathonSTGame:drawScoringInfo()
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")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("GRADE POINTS", 240, 180, 120, "left")
if self.level >= 600 then
love.graphics.printf("MULTIPLIER", 240, 240, 80, "left")
end
if self.boost_message_time > 0 then
love.graphics.setColor(
self.boost_message_time % 4 < 2 and
{0.3, 1, 0.3, 1} or
{1, 1, 1, 1}
)
love.graphics.printf("BOOSTED!!", 310, 263, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
self.boost_message_time = self.boost_message_time - 1
end
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section, 15)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(self.grade_points, 240, 200, 90, "left")
if self.level >= 600 then
love.graphics.printf(string.format("%.02f", self.grade_point_multiplier / 100) .. "x", 240, 260, 90, "left")
end
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self.clear and self.level or self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonSTGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function MarathonSTGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function MarathonSTGame:getBackground()
return math.floor(self.level / 100)
end
return MarathonSTGame

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@ -0,0 +1,205 @@
local Ruleset = require 'tetris.rulesets.ruleset'
local Piece = require 'tetris.components.piece'
local RandomPieces = Ruleset:extend()
RandomPieces.name = "Random Pieces"
RandomPieces.hash = "RandomPieces"
function RandomPieces:generateBlockOffsets()
function containsPoint(points, p)
for _, point in pairs(points) do
if point.x == p.x and point.y == p.y then
return true
end
end
return false
end
local offsets = {}
for i = 1, 4 do
local generated_offset = {}
repeat
generated_offset = {
x = math.random(-1, 1),
y = math.random(-2, 0)
}
until not containsPoint(offsets, generated_offset)
offsets[i] = generated_offset
end
return offsets
end
RandomPieces.pieces = 1
RandomPieces.spawn_positions = {
{ x=4, y=5 }
}
RandomPieces.big_spawn_positions = {
{ x=2, y=3 }
}
RandomPieces.draw_offsets = {
{ x=0, y=0 }
}
RandomPieces.next_sounds = {
"O"
}
RandomPieces.colourscheme = {
"F"
}
RandomPieces.block_offsets = {
{
{ {x=0, y=0} },
{ {x=0, y=0} },
{ {x=0, y=0} },
{ {x=0, y=0} },
}
}
function RandomPieces:initializePiece(
inputs, data, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, big, irs,
buffer_hard_drop, buffer_soft_drop,
lock_on_hard_drop, lock_on_soft_drop
)
local spawn_positions
if big then
spawn_positions = self.big_spawn_positions
else
spawn_positions = self.spawn_positions
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local spawn_x
if (grid.width ~= 10) then
local percent = spawn_positions[data.shape].x / 10
for i = 0, grid.width - 1 do
if i / grid.width >= percent then
spawn_x = i
break
end
end
end
local spawn_dy
if (config.gamesettings.spawn_positions == 1) then
spawn_dy = (
self.spawn_above_field and 2 or 0
)
else
spawn_dy = (
config.gamesettings.spawn_positions == 3 and
2 or 0
)
end
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x and spawn_x or spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y - spawn_dy
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
local offsets = self:generateBlockOffsets()
piece.getBlockOffsets = function()
return offsets
end
piece.withOffset = function(self, offset)
local piece = Piece(
self.shape, self.rotation,
{x = self.position.x + offset.x, y = self.position.y + offset.y},
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
)
local offsets = self:getBlockOffsets()
piece.getBlockOffsets = function()
return offsets
end
piece.draw = function(self, opacity, brightness, grid, partial_das)
if self.ghost then return false end
if opacity == nil then opacity = 1 end
if brightness == nil then brightness = 1 end
love.graphics.setColor(brightness, brightness, brightness, opacity)
local offsets = self:getBlockOffsets()
local gravity_offset = 0
if config.gamesettings.smooth_movement == 1 and
grid ~= nil and not self:isDropBlocked(grid) then
gravity_offset = self.gravity * 16
end
if partial_das == nil then partial_das = 0 end
for index, offset in pairs(offsets) do
local x = self.position.x + offset.x
local y = self.position.y + offset.y
if self.big then
love.graphics.draw(
blocks[self.skin][self.colour],
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
0, 2, 2
)
else
love.graphics.draw(
blocks[self.skin][self.colour],
64+x*16+partial_das, 16+y*16+gravity_offset
)
end
end
return false
end
return piece
end
self:onPieceCreate(piece)
if irs then
self:rotatePiece(inputs, piece, grid, {}, true)
if (data.orientation - 1) ~= piece.rotation then
playSE("irs")
end
end
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
piece:dropToBottom(grid)
if lock_on_hard_drop then piece.locked = true end
end
if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
piece.locked = true
end
return piece
end
function RandomPieces:attemptRotate(new_inputs, piece, grid, initial)
if not (
new_inputs.rotate_left or new_inputs.rotate_left2 or
new_inputs.rotate_right or new_inputs.rotate_right2 or
new_inputs.rotate_180
) then
return
end
local new_piece = piece:withOffset({x=0, y=0})
local offsets = self:generateBlockOffsets()
new_piece.getBlockOffsets = function()
return offsets
end
if (grid:canPlacePiece(new_piece)) then
piece.getBlockOffsets = function()
return offsets
end
self:onPieceRotate(piece, grid)
else
if not(initial and self.enable_IRS_wallkicks == false) then
self:attemptWallkicks(piece, new_piece, offsets, grid)
end
end
end
function RandomPieces:onPieceDrop(piece) piece.lock_delay = 0 end
function RandomPieces:onPieceMove(piece) piece.lock_delay = 0 end
function RandomPieces:onPieceRotate(piece) piece.lock_delay = 0 end
return RandomPieces