require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local IntervalTrainingGame = GameMode:extend() IntervalTrainingGame.name = "Interval Training" IntervalTrainingGame.hash = "IntervalTraining" IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?" function IntervalTrainingGame:new() self.level = 0 IntervalTrainingGame.super:new() self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.section_start_time = 0 self.section_times = { [0] = 0 } self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function IntervalTrainingGame:initialize(ruleset) self.section_time_limit = 1800 if ruleset.world then self.section_time_limit = 37 * 60 end self.super.initialize(self, ruleset) end function IntervalTrainingGame:getARE() return 6 end function IntervalTrainingGame:getLineARE() return 6 end function IntervalTrainingGame:getDasLimit() return 7 end function IntervalTrainingGame:getLineClearDelay() return 4 end function IntervalTrainingGame:getLockDelay() return 15 end function IntervalTrainingGame:getGravity() return 20 end function IntervalTrainingGame:getSection() return math.floor(level / 100) + 1 end function IntervalTrainingGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 2968 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 if self:getSectionTime() >= self.section_time_limit then self.game_over = true end end return true end function IntervalTrainingGame:onPieceEnter() if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function IntervalTrainingGame:onLineClear(cleared_row_count) local cleared_level_bonus = {1, 2, 4, 6} if not self.clear then local new_level = self.level + cleared_level_bonus[cleared_row_count] self:updateSectionTimes(self.level, new_level) self.level = math.min(new_level, 999) if self.level == 999 then self.clear = true end end end function IntervalTrainingGame:getSectionTime() return self.frames - self.section_start_time end function IntervalTrainingGame:updateSectionTimes(old_level, new_level) if math.floor(old_level / 100) < math.floor(new_level / 100) then -- record new section table.insert(self.section_times, self:getSectionTime()) self.section_start_time = self.frames end end function IntervalTrainingGame:drawGrid() self.grid:draw() end function IntervalTrainingGame:getHighscoreData() return { level = self.level, frames = self.frames, } end function IntervalTrainingGame: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") if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end love.graphics.printf("LEVEL", 240, 320, 40, "left") local current_section = math.floor(self.level / 100) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self.level, 240, 340, 40, "right") -- draw time left, flash red if necessary local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") end function IntervalTrainingGame:getSectionEndLevel() if self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function IntervalTrainingGame:getBackground() return math.floor(self.level / 100) end return IntervalTrainingGame