From b7e9cc62e63aab1054303b94dfa8c8959304173a Mon Sep 17 00:00:00 2001 From: Ishaan Bhardwaj Date: Tue, 20 Jun 2023 20:03:53 -0400 Subject: [PATCH] Score Drain removed due to conflicts with creator Closes #17. --- tetris/modes/scoredrain.lua | 189 ------------------------------------ 1 file changed, 189 deletions(-) delete mode 100644 tetris/modes/scoredrain.lua diff --git a/tetris/modes/scoredrain.lua b/tetris/modes/scoredrain.lua deleted file mode 100644 index 1544cf8..0000000 --- a/tetris/modes/scoredrain.lua +++ /dev/null @@ -1,189 +0,0 @@ -require 'funcs' - -local GameMode = require 'tetris.modes.gamemode' -local Piece = require 'tetris.components.piece' - -local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' - -local ScoreDrainGame = GameMode:extend() - -ScoreDrainGame.name = "Score Drain" -ScoreDrainGame.hash = "ScoreDrain" -ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!" - -function ScoreDrainGame:new() - self.super:new() - - self.score = 3000 - self.drain_rate = 50 - self.combo = 1 - self.randomizer = History6RollsRandomizer() - - self.lock_drop = true - self.lock_hard_drop = true - self.enable_hold = true - self.next_queue_length = 3 -end - -function ScoreDrainGame:getARE() - if self.level < 700 then return 27 - elseif self.level < 800 then return 18 - elseif self.level < 1000 then return 14 - elseif self.level < 1100 then return 8 - elseif self.level < 1200 then return 7 - else return 6 end -end - -function ScoreDrainGame:getLineARE() - if self.level < 600 then return 27 - elseif self.level < 700 then return 18 - elseif self.level < 800 then return 14 - elseif self.level < 1100 then return 8 - elseif self.level < 1200 then return 7 - else return 6 end -end - -function ScoreDrainGame:getDasLimit() - if self.level < 500 then return 15 - elseif self.level < 900 then return 9 - else return 7 end -end - -function ScoreDrainGame:getLineClearDelay() - if self.level < 500 then return 40 - elseif self.level < 600 then return 25 - elseif self.level < 700 then return 16 - elseif self.level < 800 then return 12 - elseif self.level < 1100 then return 6 - elseif self.level < 1200 then return 5 - else return 4 end -end - -function ScoreDrainGame:getLockDelay() - if self.level < 900 then return 30 - elseif self.level < 1100 then return 17 - else return 15 end -end - -function ScoreDrainGame: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 ScoreDrainGame:advanceOneFrame() - if self.ready_frames == 0 then - self.frames = self.frames + 1 - self.score = math.max(0, self.score - self.drain_rate / 60) - self.game_over = self.score <= 0 and true or false - end - return true -end - -function ScoreDrainGame:onPieceEnter() - if (self.level % 100 ~= 99) and self.frames ~= 0 then - self.level = self.level + 1 - end -end - -local cleared_row_levels = {1, 2, 4, 6} - -function ScoreDrainGame:onLineClear(cleared_row_count) - local new_level = self.level + cleared_row_levels[cleared_row_count] - self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate - self.level = new_level -end - -function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines) - if cleared_lines > 0 then - self.combo = self.combo + (cleared_lines - 1) * 2 - self.score = self.score + ( - (math.ceil((level + cleared_lines) / 4) + drop_bonus) * - cleared_lines * self.combo - ) - else - self.combo = 1 - end - self.drop_bonus = 0 -end - -function ScoreDrainGame:drawGrid() - self.grid:draw() - if self.piece ~= nil and self.level < 100 then - self:drawGhostPiece(ruleset) - end -end - -function ScoreDrainGame: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("DRAIN RATE", 240, 90, 80, "left") - love.graphics.printf("SCORE", 240, 170, 40, "left") - love.graphics.printf("TIME LEFT", 240, 250, 80, "left") - love.graphics.printf("LEVEL", 240, 320, 40, "left") - - love.graphics.setFont(font_3x5_3) - love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left") - local frames_left = self.score / self.drain_rate * 60 - if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end - love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left") - love.graphics.setColor(1, 1, 1, 1) - love.graphics.printf(math.floor(self.score), 240, 190, 90, "left") - love.graphics.printf(self.level, 240, 340, 50, "right") - love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right") - - love.graphics.setFont(font_8x11) - love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") -end - -function ScoreDrainGame:getHighscoreData() - return { - level = self.level, - frames = self.frames, - } -end - -function ScoreDrainGame:getSectionEndLevel() - return math.floor(self.level / 100 + 1) * 100 -end - -function ScoreDrainGame:getBackground() - return math.floor(self.level / 100) -end - -return ScoreDrainGame