require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local SegaRandomizer = require 'tetris.randomizers.sega' local MarathonC88Game = GameMode:extend() MarathonC88Game.name = "Marathon C88" MarathonC88Game.hash = "MarathonC88" MarathonC88Game.tagline = "An old Japanese game! Can you hit the max score?" function MarathonC88Game:new(secret_inputs) self.super:new() self.level_timer = 0 self.level_lines = 0 self.tetrises = 0 self.line_clears = 0 if secret_inputs.rotate_left and secret_inputs.rotate_right then self.gravity_multiplier = 4 elseif secret_inputs.rotate_left then self.gravity_multiplier = 2 elseif secret_inputs.rotate_right then self.gravity_multiplier = 3 else self.gravity_multiplier = 1 end self.randomizer = SegaRandomizer() self.lock_drop = false self.enable_hard_drop = false self.enable_hold = false self.next_queue_length = 1 self.irs = false self.grid.getCell = function(_, x, y) if x < 1 or x > 10 or y < 5 or y > 24 then return oob elseif y < 1 then return empty else return self.grid[y][x] end end end function MarathonC88Game:initialize(ruleset) self.super:initialize(ruleset) for _, p in pairs(ruleset.spawn_positions) do while p.y < 4 do p.y = p.y + 2 end end end function MarathonC88Game:getARE() return 30 end function MarathonC88Game:getLineARE() return 30 end function MarathonC88Game:getDasLimit() return 20 end function MarathonC88Game:getLineClearDelay() return 42 end function MarathonC88Game:getLockDelay() return 30 end function MarathonC88Game:getGravity() local gravity if self.level == 0 then gravity = 1/30 elseif self.level == 1 then gravity = 1/15 elseif self.level == 2 then gravity = 1/12 elseif self.level == 3 then gravity = 1/10 elseif self.level == 4 then gravity = 1/8 elseif self.level == 5 then gravity = 1/6 elseif self.level == 6 then gravity = 1/4 elseif self.level == 7 then gravity = 1/2 elseif self.level <= 9 then gravity = 1 elseif self.level == 10 then gravity = 1/8 elseif self.level == 11 then gravity = 1/6 elseif self.level == 12 then gravity = 1/4 elseif self.level == 13 then gravity = 1/2 else gravity = 1 end return gravity * self.gravity_multiplier end function MarathonC88Game:getLevelTimerLimit() if self.level == 0 then return 3480 elseif self.level <= 8 then return 2320 elseif self.level <= 10 then return 3480 elseif self.level <= 14 then return 1740 else return 3480 end end function MarathonC88Game:getScoreMultiplier() if self.level <= 1 then return 1 elseif self.level <= 3 then return 2 elseif self.level <= 5 then return 3 elseif self.level <= 7 then return 4 else return 5 end end function MarathonC88Game:advanceOneFrame() if not (self.piece == nil and self.level_timer == 0) and self.ready_frames == 0 then self.level_timer = self.level_timer + 1 end if 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:getScoreMultiplier() self.drop_bonus = 0 end end local score_table = {[0] = 0, 1, 4, 9, 20} function MarathonC88Game:updateScore(level, drop_bonus, cleared_lines) local bravo = self.grid:checkForBravo(cleared_lines) and 10 or 1 self.score = self.score + score_table[cleared_lines] * 100 * self:getScoreMultiplier() * bravo self.level_lines = self.level_lines + cleared_lines self.lines = self.lines + cleared_lines if (cleared_lines >= 1) then self.line_clears = self.line_clears + 1 end if (cleared_lines == 4) then self.tetrises = self.tetrises + 1 end if (cleared_lines == 0 and self.level_timer >= self:getLevelTimerLimit()) or (self.level_lines >= 4) then self.level = self.level + 1 self.level_lines = 0 self.level_timer = 0 end end function MarathonC88Game:drawGrid() self.grid:draw() end function MarathonC88Game:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. (self.line_clears ~= 0 and math.floor(self.tetrises * 100 / self.line_clears) or 0) .. "% " .. strTrueValues(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("SCORE", 240, 120, 40, "left") love.graphics.printf("LINES", 240, 200, 40, "left") love.graphics.printf("LEVEL", 240, 280, 40, "left") if self.gravity_multiplier ~= 1 then love.graphics.printf( self.gravity_multiplier .. "x GRAVITY ACTIVE!", 240, 350, 150, "left" ) end love.graphics.setFont(font_3x5_3) if self.score >= 999999 then love.graphics.setColor(1, 1, 0, 1) end love.graphics.printf(self.score, 240, 140, 90, "left") love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(self.lines, 240, 220, 90, "left") love.graphics.printf(self.level, 240, 300, 90, "left") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function MarathonC88Game:getBackground() return math.floor(self.level / 2) % 20 end function MarathonC88Game:getHighscoreData() return { score = self.score, level = self.level, lines = self.lines, frames = self.frames, } end return MarathonC88Game