require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local DTETRandomizer = require 'tetris.randomizers.dtet' local JokerGame = GameMode:extend() JokerGame.name = "Final J" JokerGame.hash = "Joker" JokerGame.tagline = "One of the hardest modes! Can you retain your stock to level 300?" function JokerGame:new() self.super:new() self.randomizer = DTETRandomizer() self.level = 50 self.stock = 0 self.time_limit = 7200 self.lock_drop = true self.lock_hard_drop = true self.enable_hold = false self.next_queue_length = 6 end function JokerGame:getARE() if self.level < 200 then return math.ceil(20 - (self.level - 50) / 10) else return math.max(math.ceil(20 - (self.level - 200) / 7), 5) end end function JokerGame:getLineARE() return self:getARE() end function JokerGame:getDasLimit() return 6 end function JokerGame:getARR() return math.min(1, config.arr) end function JokerGame:getLineClearDelay() if self.level < 200 then return math.ceil(6 - (self.level - 50) / 50) else return math.max(math.ceil(6 - (self.level - 200) / 33), 3) end end function JokerGame:getLockDelay() if self.level < 200 then return math.ceil(30 - (self.level - 50) / 10) else return math.max(math.ceil(30 - (self.level - 200) / 7), 15) end end function JokerGame:getGravity() return 20 end function JokerGame:advanceOneFrame() if self.ready_frames == 0 then self.frames = self.frames + 1 self.time_limit = self.time_limit - 1 end if self.time_limit <= 0 then self.game_over = true end return true end function JokerGame:onLineClear(cleared_row_count) if cleared_row_count >= 4 and self.level < 200 then self.stock = self.stock + 1 elseif cleared_row_count < 4 and self.level >= 200 then self.stock = self.stock - 1 end if self.level >= 200 then if self.stock > 0 or (cleared_row_count >= 4 and self.stock <= 0) then self.level = self.level + 1 self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00)) elseif self.stock == 0 then self.level = self.level + 1 self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00)) end else self.level = self.level + 1 self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00)) end if self.stock <= 0 and (self.level == 200 or self.level >= 300) then self.game_over = true end end function JokerGame:drawGrid() self.grid:drawOutline() end function JokerGame: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("TIME LIMIT", 240, 120, 80, "left") love.graphics.printf("LEVEL", 240, 200, 40, "left") love.graphics.printf("STOCK", 240, 280, 40, "left") love.graphics.setFont(font_3x5_3) if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "left") love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(self.level, 240, 220, 90, "left") love.graphics.printf(math.max(self.stock, 0), 240, 300, 90, "left") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function JokerGame:getBackground() if self.level < 200 then return 0 elseif self.level < 300 then return 4 else return 19 end end function JokerGame:getHighscoreData() return { level = self.level, } end return JokerGame