require 'funcs' local GameMode = require 'tetris.modes.gamemode' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local BeginnerA2Game = GameMode:extend() BeginnerA2Game.name = "Beginner A2" BeginnerA2Game.hash = "BeginnerA2" BeginnerA2Game.tagline = "How many points can you score in 300 levels?" function BeginnerA2Game:new() self.super:new() self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.piece_time = 0 self.SGnames = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "GM" } self.lock_drop = false self.lock_hard_drop = false self.enable_hold = false self.next_queue_length = 1 end function BeginnerA2Game:getARE() return 25 end function BeginnerA2Game:getLineARE() return self:getARE() end function BeginnerA2Game:getLineClearDelay() return 40 end function BeginnerA2Game:getDasLimit() return 14 end function BeginnerA2Game:getLockDelay() return 30 end function BeginnerA2Game:getGravity() if self.level < 8 then return 4/256 elseif self.level < 19 then return 5/256 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 < 108 then return 4/256 elseif self.level < 119 then return 5/256 elseif self.level < 125 then return 6/256 elseif self.level < 131 then return 8/256 elseif self.level < 139 then return 12/256 elseif self.level < 149 then return 32/256 elseif self.level < 156 then return 48/256 elseif self.level < 164 then return 80/256 elseif self.level < 174 then return 112/256 elseif self.level < 180 then return 128/256 elseif self.level < 200 then return 144/256 elseif self.level < 212 then return 16/256 elseif self.level < 221 then return 48/256 elseif self.level < 232 then return 80/256 elseif self.level < 244 then return 112/256 elseif self.level < 256 then return 144/256 elseif self.level < 267 then return 176/256 elseif self.level < 277 then return 192/256 elseif self.level < 287 then return 208/256 elseif self.level < 295 then return 224/256 elseif self.level < 300 then return 240/256 else return 20 end end function BeginnerA2Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 1800 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function BeginnerA2Game:onPieceEnter() if self.level ~= 299 and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function BeginnerA2Game:updateScore(level, drop_bonus, cleared_lines) if not self.clear then if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end 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 * self.bravo + math.ceil(math.min(300, level + cleared_lines) / 2) + math.max(self:getLockDelay() - self.piece_time, 0) * 7) * 6 ) else self.combo = 1 end self.drop_bonus = 0 self.piece_time = 0 end end function BeginnerA2Game:whilePieceActive() self.piece_time = self.piece_time + 1 end function BeginnerA2Game:onLineClear(cleared_row_count) self.level = math.min(self.level + cleared_row_count, 300) if self.level == 300 and not self.clear then self.clear = true self.score = self.score + ( 1253 * math.ceil(math.max(0, 18000 - self.frames) / 60) ) end end function BeginnerA2Game:drawGrid() self.grid:draw() if self.piece ~= nil and self.level < 100 then self:drawGhostPiece(ruleset) end end function BeginnerA2Game:getHighscoreData() return { score = self.score, level = self.level, frames = self.frames, } end function BeginnerA2Game:getBackground() return math.floor(self.level / 100) end function BeginnerA2Game:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. self.piece_time .. " " .. strTrueValues(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") local sg = self.grid:checkSecretGrade() if sg >= 5 then love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") end love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(300, 240, 370, 40, "right") if sg >= 5 then love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left") end love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end return BeginnerA2Game