require 'funcs' local MarathonAX4Game = require 'tetris.modes.survival_ax' local TetraRandomizer = require 'tetris.randomizers.tetra' local ProGame = MarathonAX4Game:extend() ProGame.name = "Final TL" ProGame.hash = "ProTL" ProGame.tagline = "Your next pieces start disappearing! What lies past Mach 9?" function ProGame:new() self.super:new() self.next_queue_length = 6 self.randomizer = TetraRandomizer() end function ProGame:initialize(ruleset) self.super.initialize(self, ruleset) ruleset.onPieceDrop = function() end ruleset.onPieceMove = function() end ruleset.onPieceRotate = function() end end function ProGame:getARE() return 6 end function ProGame:getLineARE() return 6 end function ProGame:getLineClearDelay() return 12 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() if self.lines < 20 then return 1 elseif self.lines < 40 then return 2 elseif self.lines < 60 then return 5 else return 20 end end function ProGame:getLockDelay() if self.lines < 20 then return 30 elseif self.lines < 40 then return 29 elseif self.lines < 60 then return 27 elseif self.lines < 80 then return 23 elseif self.lines < 100 then return 21 elseif self.lines < 120 then return 20 elseif self.lines < 140 then return 18 elseif self.lines < 160 then return 17 elseif self.lines < 180 then return 15 else return 14 end end function ProGame:advanceOneFrame(inputs, ruleset) if self.ready_frames == 0 then if not self.section_clear then self.frames = self.frames + 1 end if self:getSectionTime() >= self.section_time_limit then self.game_over = true end end return true end function ProGame:onPieceEnter() self.section_clear = false self.piece.lowest_y = -math.huge end function ProGame:onHold() self.piece.lowest_y = -math.huge end function ProGame:whilePieceActive() for _, block in pairs(self.piece:getBlockOffsets()) do local y = self.piece.position.y + block.y if y > self.piece.lowest_y then self.piece.lock_delay = 0 self.piece.lowest_y = y end end end function ProGame: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.completed = true else self.enable_hold = self.lines < 160 self.next_queue_length = math.max(1, 6 - math.floor(self.lines / 20)) end end end function ProGame:updateSectionTimes(old_lines, new_lines) if math.floor(old_lines / 20) < math.floor(new_lines / 20) then -- record new section table.insert(self.section_times, self:getSectionTime()) self.section_start_time = self.frames self.section_clear = true end end function ProGame:drawGrid() self.grid:draw() self:drawGhostPiece() end function ProGame:drawScoringInfo() MarathonAX4Game.super.drawScoringInfo(self) 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 self.lines < 200 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end love.graphics.printf("LINES", 240, 320, 40, "left") local current_section = math.floor(self.lines / 20) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self.lines, 240, 340, 40, "right") love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 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 not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end if self.lines < 200 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end love.graphics.setColor(1, 1, 1, 1) end function ProGame:getSectionEndLines() return math.floor(self.lines / 20 + 1) * 20 end function ProGame:getBackground() return math.floor(self.lines / 20) end return ProGame