require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Randomizer = require 'tetris.randomizers.kamui_sequence' local KamuiGame = GameMode:extend() KamuiGame.name = "Race A3" KamuiGame.hash = "RaceA3" KamuiGame.tagline = "How fast can you reach level 500?" function KamuiGame:new() self.super:new() self.randomizer = Randomizer() self.time_limit = 18000 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 KamuiGame:getARE() if self.level < 100 then return 16 elseif self.level < 300 then return 12 elseif self.level < 400 then return 6 else return 5 end end function KamuiGame:getLineARE() if self.level < 100 then return 12 elseif self.level < 400 then return 6 else return 5 end end function KamuiGame:getLineClearDelay() return self:getLineARE() end function KamuiGame:getDasLimit() if self.level < 200 then return 10 elseif self.level < 300 then return 9 elseif self.level < 400 then return 8 else return 6 end end function KamuiGame:getLockDelay() if self.level < 100 then return 30 elseif self.level < 200 then return 26 elseif self.level < 300 then return 22 elseif self.level < 400 then return 18 else return 15 end end function KamuiGame:getGravity() return 20 end function KamuiGame:onPieceEnter() if self.level % 100 ~= 99 and self.frames ~= 0 then self.level = self.level + 1 end end function KamuiGame:onLineClear(cleared_row_count) local cleared_row_levels = {1, 2, 4, 6} local new_level = self.level + cleared_row_levels[cleared_row_count] self:updateSectionTimes(self.level, new_level) self.level = math.min(500, new_level) self.game_over = self.level == 500 end function KamuiGame: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.frames - self.section_start_time) self.section_start_time = self.frames end end function KamuiGame:advanceOneFrame() if self.ready_frames == 0 then self.frames = self.frames + 1 self.time_limit = self.time_limit - 1 end return true end function KamuiGame:drawGrid() self.grid:draw() end function KamuiGame:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) if config["side_next"] then love.graphics.printf("NEXT", 240, 72, 40, "left") else love.graphics.printf("NEXT", 64, 40, 40, "left") end local text_x = config["side_next"] and 316 or 240 love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(self.prev_inputs) ) love.graphics.printf("TIME LEFT", text_x, 250, 80, "left") love.graphics.printf("LEVEL", text_x, 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, text_x, 340, 40, "right") love.graphics.printf(self.level == 500 and self.level or (math.floor(self.level / 100) + 1) * 100, text_x, 370, 40, "right") -- draw time left, flash red if necessary if not self.game_over and self.time_limit < frameTime(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end love.graphics.printf(formatTime(self.time_limit), text_x, 270, 160, "left") love.graphics.setColor(1, 1, 1, 1) end function KamuiGame:getBackground() return math.floor(self.level / 100) end function KamuiGame:getHighscoreData() return { level = self.level, frames = self.frames, } end return KamuiGame