require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Bag7Randomizer = require 'tetris.randomizers.bag7' local MarathonGFGame = GameMode:extend() MarathonGFGame.name = "Marathon GF" MarathonGFGame.hash = "MarathonGF" MarathonGFGame.tagline = "The old puzzle mode from Tetris Friends!" function MarathonGFGame:new() self.super:new() self.back_to_back = false self.roll_limit = 10 self.roll_frames = 0 self.message = "" self.message_timer = 0 self.randomizer = Bag7Randomizer() self.combo = 0 self.lock_drop = true self.lock_hard_drop = true self.instant_hard_drop = true self.instant_soft_drop = false self.enable_hold = true self.next_queue_length = 5 end function MarathonGFGame:getARE() return 6 end 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:getGravity() if self.lines < 180 then return (0.8 - (math.floor(self.lines / 10) * 0.007)) ^ -math.floor(self.lines / 10) / 60 elseif self.lines < 200 then return 20 else return 1/4 end end function MarathonGFGame:getDropSpeed() return self:getGravity() * 20 end function MarathonGFGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then return false else self.frames = self.frames + 1 end if self.roll_frames >= self.roll_limit + 10 then self.roll_frames = 0 self.roll_limit = self.roll_limit + 5 end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end if self.drop_bonus > 0 then self.score = self.score + self.drop_bonus self.drop_bonus = 0 end return true end function MarathonGFGame:onLineClear(cleared_row_count) if not self.clear then local new_lines = self.lines + cleared_row_count self:updateSectionTimes(self.lines, new_lines) self.lines = math.min(new_lines, 200) if self.lines == 200 then self.clear = true self.roll_frames = -150 end end end function MarathonGFGame:getSectionTime() return self.frames - self.section_start_time end function MarathonGFGame:updateSectionTimes(old_lines, new_lines) if math.floor(old_lines / 10) < math.floor(new_lines / 10) then -- record new section table.insert(self.section_times, self:getSectionTime()) self.section_start_time = self.frames end end function MarathonGFGame:updateScore(level, drop_bonus, cleared_lines) local normal_table = {[0] = 0, 1, 3, 5, 8} local spin_score = 4 * (cleared_lines + 1) local all_clear_table = {8, 12, 18, 20} if self.grid:checkForBravo(cleared_lines) then self.score = self.score + ( ((self.back_to_back and cleared_lines == 4) and 32 or all_clear_table[cleared_lines]) * 100 * (math.floor(self.lines / 10) + 1) ) end if cleared_lines > 0 then self.score = self.score + ( self.combo * 50 * (math.floor(self.lines / 10) + 1) ) end if self.piece.spin then self.score = self.score + ( spin_score * 100 * (math.floor(self.lines / 10) + 1) * ((self.back_to_back and cleared_lines ~= 0) and 1.5 or 1) ) if cleared_lines ~= 0 then self.back_to_back = true self.combo = self.combo + 1 else self.combo = 0 end elseif cleared_lines > 0 then self.score = self.score + ( normal_table[cleared_lines] * 100 * (math.floor(self.lines / 10) + 1) * ((self.back_to_back and cleared_lines == 4) and 1.5 or 1) ) if cleared_lines == 4 then self.back_to_back = true else self.back_to_back = false end self.combo = self.combo + 1 else self.combo = 0 end end function MarathonGFGame:onAttemptPieceMove(piece) if self.piece ~= nil then if not piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and not piece:isMoveBlocked(self.grid, { x=1, y=0 }) then piece.spin = false end end end function MarathonGFGame:onAttemptPieceRotate(piece) if self.piece ~= nil and piece:isDropBlocked(self.grid) and piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and piece:isMoveBlocked(self.grid, { x=1, y=0 }) and piece:isMoveBlocked(self.grid, { x=0, y=-1 }) then piece.spin = true end end function MarathonGFGame:onPieceLock(piece, cleared_row_count) self.super:onPieceLock() if self.grid:checkForBravo(cleared_row_count) then self.message = "ALL CLEAR!" elseif piece.spin then self.message = (self.back_to_back and cleared_row_count ~= 0 and "B2B " or "") .. piece.shape .. "-SPIN " .. cleared_row_count .. "!" elseif cleared_row_count == 4 then self.message = (self.back_to_back and "B2B " or "") .. "QUADRA!" elseif cleared_row_count ~= 0 and self.combo > 0 then self.message = "COMBO " .. self.combo .. "!" else self.message = "" end self.message_timer = 60 end MarathonGFGame.rollOpacityFunction = function(age) return 0.5 end MarathonGFGame.mRollOpacityFunction = function(age) return 0 end function MarathonGFGame:drawGrid(ruleset) if not self.game_over then if self.lines >= 200 and self.roll_frames >= self.roll_limit then self.grid:drawInvisible(self.rollOpacityFunction) elseif self.lines >= 200 then self.grid:drawInvisible(self.mRollOpacityFunction) else self.grid:draw() end else self.grid:draw() end self:drawGhostPiece(ruleset) end function MarathonGFGame:getHighscoreData() return { score = self.score, frames = self.frames, } end function MarathonGFGame:getBackground() return math.min(19, math.floor(self.lines / 10)) end function MarathonGFGame: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("SCORE", 240, 180, 80, "left") love.graphics.printf("LEVEL", 240, 250, 80, "left") love.graphics.printf("LINES", 240, 320, 40, "left") local current_section = math.floor(self.lines / 10) + 1 self:drawSectionTimesWithSplits(current_section) if self.message_timer > 0 then love.graphics.printf(self.message, 64, 400, 160, "center") self.message_timer = self.message_timer - 1 end love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 200, 120, "left") love.graphics.printf(self.lines, 240, 340, 40, "right") love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right") if not self.game_over and self.clear and self.roll_frames % 4 < 2 then love.graphics.setColor(1, 1, 0.3, 1) end love.graphics.printf(math.floor(self.lines / 10) + 1, 240, 270, 160, "left") love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function MarathonGFGame:getSectionEndLines() return math.floor(self.lines / 10 + 1) * 10 end return MarathonGFGame