v0.3-pre2

pull/4/head
Ishaan Bhardwaj 2021-01-24 14:56:02 -05:00
parent 5c254cf853
commit b50b573331
12 changed files with 482 additions and 15 deletions

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res/bgm/mus_x_undyne.mp3 Normal file

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res/se/0000299c.wav Normal file

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res/se/000029aa.wav Normal file

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res/se/000029c3.wav Normal file

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294
tetris/modes/hero.lua Normal file
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@ -0,0 +1,294 @@
local GameMode = require 'tetris.modes.gamemode'
local HistoryRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local TheTrueHero = GameMode:extend()
bgm.undyne = love.audio.newSource("res/bgm/mus_x_undyne.mp3", "stream")
sounds.undyne = {
ding = love.audio.newSource("res/se/000029aa.wav", "static"),
pike = love.audio.newSource("res/se/0000299c.wav", "static"),
damage = love.audio.newSource("res/se/000029c3.wav", "static")
}
TheTrueHero.name = "The True Hero"
TheTrueHero.hash = "TheTrueHero"
TheTrueHero.tagline = "A tribute to the Puzzle Maker."
function TheTrueHero:new()
self.super:new()
self.randomizer = HistoryRandomizer()
self.attacks = {
"PIECE GOAL",
"LINE GOAL",
"GARBAGE",
"HIDDEN PREVIEWS",
"TO THE BEAT",
"INVISIBLE"
}
self.attack_number = 0
self.current_attack = 0
self.var = 0
self.section_frames = 0
self.section_times = {
385,
385,
385,
386,
386,
385,
381,
384,
384,
384,
384,
385,
385,
384,
384,
288,
288,
288,
288,
288,
288,
288,
288,
288,
288,
288,
290,
}
self.queue_age = 0
self.grounded_time = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 5
self.irs = false
self.ihs = false
end
function TheTrueHero:getDropSpeed()
return 20
end
function TheTrueHero:getARR()
return config.arr
end
function TheTrueHero:getARE()
return 0
end
function TheTrueHero:getLineARE()
return 0
end
function TheTrueHero:getDasLimit()
return config.das
end
function TheTrueHero:getLineClearDelay()
return 0
end
function TheTrueHero:getLockDelay()
return 30
end
function TheTrueHero:getGravity()
return self.current_attack == 5 and 20 or 1.1 ^ (self.attack_number - 1)
end
function TheTrueHero:getDasCutDelay()
return config.dcd
end
function TheTrueHero:advanceOneFrame(inputs, ruleset)
if self.ready_frames == 0 then
if self.frames == 0 then
switchBGMLoop("undyne")
end
if self.section_frames >= self.section_times[Mod1(self.attack_number, #self.section_times)] or self.frames == 0 then
if (self.current_attack == 1 or self.current_attack == 2) and self.var > 0 then
playSE("undyne", "damage")
self.game_over = true
return false
end
self.section_frames = 0
self.attack_number = self.attack_number + 1
local prev_attack = self.current_attack
local attack_rolls = 0
repeat
attack_rolls = attack_rolls + 1
if self.attack_number > 20 then
self.current_attack = math.random(#self.attacks)
else
self.current_attack = math.random(4)
end
until prev_attack ~= self.current_attack and (
self.current_attack ~= 5 or attack_rolls == 3
)
if self.current_attack == 1 then
self.var = math.floor(3 + math.random(
math.floor(self.attack_number / 4),
math.floor(self.attack_number / 3)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 2 then
self.var = math.floor(1 + math.random(
math.floor(self.attack_number / 6),
math.floor(self.attack_number / 4)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 3 then
self.var = math.max(10 - math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)
end
end
self.frames = self.frames + 1
self.section_frames = self.section_frames + 1
if self.current_attack == 5 then
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
if self.section_frames % 24 == 0 and self.section_frames >= 25 then
self.piece.locked = true
playSE("undyne", "pike")
end
else
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
end
return true
end
function TheTrueHero:onPieceEnter()
self.queue_age = 0
self.grounded_time = 0
end
function TheTrueHero:onHold()
self.grounded_time = 0
end
function TheTrueHero:whilePieceActive()
if self.piece:isDropBlocked(self.grid) then
self.grounded_time = self.grounded_time + 1
if self.grounded_time >= 120 then
self.piece.locked = true
end
end
self.queue_age = self.queue_age + 1
end
function TheTrueHero:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if self.current_attack == 1 or self.current_attack == 3 then
self.var = math.max(self.var - 1, 0)
self:advanceBottomRow(1)
playSE("undyne", "ding")
elseif self.current_attack == 2 then
self.var = math.max(self.var - cleared_row_count, 0)
if cleared_row_count ~= 0 then
playSE("undyne", "ding")
end
end
end
function TheTrueHero:advanceBottomRow(dx)
if self.var <= 0 and self.current_attack == 3 then
self.grid:copyBottomRow()
self.var = math.max(10 - math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)
playSE("undyne", "pike")
end
end
function TheTrueHero:setNextOpacity(i)
if self.current_attack == 4 then
local hidden_next_pieces = math.ceil(self.attack_number / 15)
if i < hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 0)
elseif i == hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.queue_age / 15))
else
love.graphics.setColor(1, 1, 1, 1)
end
else
love.graphics.setColor(1, 1, 1, 1)
end
end
local function invisible(game, block, x, y, age)
return 0.5, 0.5, 0.5, 1 - age / (300 - game.attack_number * 5.5), 0
end
function TheTrueHero:drawGrid()
if self.current_attack == 6 then
self.grid:drawCustom(invisible, self)
else
self.grid:draw()
end
self:drawGhostPiece()
end
function TheTrueHero:drawScoringInfo()
self.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.printf("ATTACK NUMBER", 240, 150, 200, "left")
love.graphics.printf("ATTACK", 240, 230, 200, "left")
love.graphics.setFont(font_3x5_3)
if self.attack_number > 0 then
love.graphics.printf(self.attack_number .. " - " .. (
string.sub(formatTime(
self.section_times[Mod1(self.attack_number, #self.section_times)] - self.section_frames
), -4, -1)
), 240, 170, 200, "left")
end
love.graphics.printf(
self.attacks[self.current_attack] or "",
240, 250, 200, "left"
)
love.graphics.setFont(font_3x5_4)
if self.current_attack >= 1 and self.current_attack <= 3 then
love.graphics.setColor(
(not self.game_over and self.frames % 4 < 2) and
(
self.var == 0 and {0.3, 1, 0.3, 1} or {1, 0.3, 0.3, 1}
) or {1, 1, 1, 1}
)
love.graphics.printf(self.var, 240, 280, 200, "left")
love.graphics.setColor(1, 1, 1, 1)
end
end
function TheTrueHero:getHighscoreData()
return {
frames = self.frames,
}
end
function TheTrueHero:getBackground()
return math.max(0, self.attack_number - 1) % 20
end
return TheTrueHero

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@ -34,6 +34,7 @@ function MarathonGFGame:getLineARE() return 6 end
function MarathonGFGame:getLineClearDelay() return 24 end
function MarathonGFGame:getDasLimit() return config.das end
function MarathonGFGame:getARR() return config.arr end
function MarathonGFGame:getDasCutDelay() return config.dcd end
function MarathonGFGame:getGravity()
if self.lines < 180 then

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@ -36,6 +36,7 @@ function NightOfNights:getLineARE() return 0 end
function NightOfNights:getLineClearDelay() return 0 end
function NightOfNights:getDasLimit() return config.das end
function NightOfNights:getARR() return config.arr end
function NightOfNights:getDasCutDelay() return config.dcd end
function NightOfNights:getGravity() return 20 end
function NightOfNights:advanceOneFrame()

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@ -83,13 +83,12 @@ function PacerTest:getGravity()
return 1/64
end
function PacerTest:getSection()
return math.floor(level / 100) + 1
function PacerTest:getDasCutDelay()
return config.dcd
end
function PacerTest:onPieceEnter()
self.irs = false
self.ihs = false
function PacerTest:getSection()
return math.floor(level / 100) + 1
end
function PacerTest:advanceOneFrame()

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@ -27,6 +27,7 @@ function ProGame:getLineARE() return 6 end
function ProGame:getLineClearDelay() return 6 end
function ProGame:getDasLimit() return config.das end
function ProGame:getARR() return config.arr end
function ProGame:getDasCutDelay() return config.dcd end
function ProGame:getDropSpeed() return 20 end
function ProGame:getGravity()

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@ -70,6 +70,10 @@ function Race40Game:getGravity()
return 1/64
end
function Race40Game:getDasCutDelay()
return config.dcd
end
function Race40Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
@ -83,11 +87,6 @@ function Race40Game:advanceOneFrame()
return true
end
function Race40Game:onPieceEnter()
self.irs = false
self.ihs = false
end
function Race40Game:onPieceLock()
self.super:onPieceLock()
self.pieces = self.pieces + 1

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@ -39,6 +39,7 @@ function LudicrousSpeed:getLineARE() return 0 end
function LudicrousSpeed:getLineClearDelay() return 0 end
function LudicrousSpeed:getDasLimit() return config.das end
function LudicrousSpeed:getARR() return config.arr end
function LudicrousSpeed:getDasCutDelay() return config.dcd end
function LudicrousSpeed:getDropSpeed() return 20 end
local function mean(t)
@ -74,11 +75,6 @@ function LudicrousSpeed:advanceOneFrame()
return true
end
function LudicrousSpeed:onPieceEnter()
self.irs = false
self.ihs = false
end
function LudicrousSpeed:onPieceLock()
self.super:onPieceLock()
self.pieces = self.pieces + 1

176
tetris/modes/zen.lua Normal file
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@ -0,0 +1,176 @@
require 'funcs'
local Race40Game = require 'tetris.modes.race_40'
local ZenMode = Race40Game:extend()
ZenMode.name = "Marathon WZ"
ZenMode.hash = "Zen"
ZenMode.tagline = "Attempt to score as many points as you can!"
function ZenMode:new()
self.super:new()
self.score = bigint.new(0)
self.line_goal = 200
self.pieces = 0
self.bravos = 0
self.combo = 0
self.b2b = 0
self.message_timer = 0
self.immobile_spin_bonus = true
end
function ZenMode:initialize(ruleset)
self.super.initialize(self, ruleset)
ruleset.onPieceDrop = function(self, piece) piece.lock_delay = 0 end
ruleset.onPieceMove = function(self, piece) piece.lock_delay = 0 end
ruleset.onPieceRotate = function(self, piece) piece.lock_delay = 0 end
end
function ZenMode:onHardDrop(dropped_row_count)
if dropped_row_count > 0 then
self.score = self.score + bigint.new(dropped_row_count)
end
end
function ZenMode:getColor(i)
local color_table = {
{255/255, 128/255, 128/255, 1},
{255/255, 191/255, 128/255, 1},
{255/255, 255/255, 128/255, 1},
{128/255, 255/255, 191/255, 1},
{128/255, 255/255, 255/255, 1},
{128/255, 128/255, 191/255, 1},
{191/255, 128/255, 255/255, 1},
}
if i == 0 then
return {1, 1, 1, 1}
else
return color_table[Mod1(i, #color_table)]
end
end
function ZenMode:updateScore(level, drop_bonus, cleared_row_count)
local score_to_add = bigint.new(1)
if cleared_row_count ~= 0 then
if self.piece.spin then
score_to_add = score_to_add * (
bigint.new(400 + 400 * cleared_row_count) *
(bigint.new(2) ^ bigint.new(self.b2b + self.combo))
)
self.b2b = self.b2b + 1
elseif cleared_row_count >= 4 then
score_to_add = score_to_add * (
bigint.new(100 * (cleared_row_count * cleared_row_count / 4 + cleared_row_count) - 25 * (cleared_row_count % 2)) *
(bigint.new(2) ^ bigint.new(self.b2b + self.combo))
)
self.b2b = self.b2b + 1
else
score_to_add = score_to_add * (
bigint.new(({100, 300, 500})[cleared_row_count]) *
(bigint.new(2) ^ bigint.new(self.combo))
)
self.b2b = 0
end
self.combo = self.combo + 1
else
if self.piece.spin then
score_to_add = score_to_add * (
bigint.new(2) ^ (bigint.new(self.b2b)) * (bigint.new(400))
)
else
score_to_add = bigint.new(0)
end
self.combo = 0
end
self.score = self.score + score_to_add * bigint.new(16) ^ bigint.new(self.bravos)
if self.grid:checkForBravo(cleared_row_count) then
self.score = self.score + bigint.new(10 ^ 6) * bigint.new(16) ^ bigint.new(self.bravos)
self.bravos = self.bravos + 1
end
end
function ZenMode:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
self.pieces = self.pieces + 1
self.score = self.score + bigint.new(self:getLockDelay() - piece.lock_delay)
if self.grid:checkForBravo(cleared_row_count) then
self.message = "ALL CLEAR!"
elseif piece.spin then
self.message = (self.b2b > 0 and cleared_row_count ~= 0 and "B2B " or "") ..
(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
"SPIN " .. cleared_row_count .. "!"
elseif cleared_row_count >= 4 then
self.message = (self.b2b > 0 and "B2B " or "") ..
string.upper(string.sub(number_names[cleared_row_count * 3 + 3], 1, -7)) .. "A!"
else
self.message = ""
end
self.message_timer = 60
end
function ZenMode:drawScoringInfo()
local text_x = config["side_next"] and 320 or 240
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("SCORE", text_x, 100, 40, "left")
love.graphics.printf("PIECES", text_x, 280, 80, "left")
love.graphics.printf("LINES", text_x, 340, 40, "left")
love.graphics.printf("B2B / COMBO", text_x, 160, 160, "left")
love.graphics.printf("PERFECT CLEARS", text_x, 220, 160, "left")
if self.message_timer > 0 then
love.graphics.printf(self.message, 64, 400, 160, "center")
self.message_timer = self.message_timer - 1
end
local sg = self.grid:checkSecretGrade()
if sg >= 7 or self.upstacked then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
{self:getColor(self.b2b), formatBigNum(bigint.unserialize(self.score, "s"))},
text_x, 120, 400, "left"
)
love.graphics.printf(self.pieces, text_x, 300, 80, "left")
love.graphics.printf(self.b2b .. " / " .. self.combo, text_x, 180, 80, "left")
love.graphics.printf(self.bravos, text_x, 240, 80, "left")
if sg >= 7 or self.upstacked then
love.graphics.printf(self:getSecretGrade(sg), 240, 450, 180, "left")
end
love.graphics.setFont(font_3x5_4)
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 360, 80, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function ZenMode:getBackground()
return math.floor(self.lines / 10) % 20
end
function ZenMode:getHighscoreData()
return {
score = self.score,
lines = self.lines,
frames = self.frames,
}
end
return ZenMode