cambridge-modpack/tetris/modes/marathon_wcb.lua

167 lines
3.9 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonWCBGame = GameMode:extend()
MarathonWCBGame.name = "Marathon WCB"
MarathonWCBGame.hash = "MarathonWCB"
MarathonWCBGame.tagline = "When all the pieces slip right to their destinations... can you keep up?"
function MarathonWCBGame:new()
MarathonWCBGame.super:new()
self.pieces = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = true
self.enable_hold = false
self.next_queue_length = 6
self.piece_is_active = false
end
function MarathonWCBGame:initialize(ruleset)
self.super.initialize(self, ruleset)
self.colourscheme = copy(ruleset.colourscheme)
ruleset.onPieceDrop = function() end
ruleset.onPieceMove = function() end
ruleset.onPieceRotate = function() end
end
function MarathonWCBGame:getDropSpeed()
return 20
end
function MarathonWCBGame:getARR()
return 0
end
function MarathonWCBGame:getARE()
return 0
end
function MarathonWCBGame:getLineARE()
return 0
end
function MarathonWCBGame:getDasLimit()
return 0
end
function MarathonWCBGame:getLineClearDelay()
return 0
end
function MarathonWCBGame:getLockDelay()
return math.huge
end
function MarathonWCBGame:getGravity()
return self.piece_is_active and 20 or 0
end
function MarathonWCBGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonWCBGame:onAttemptPieceMove()
if self.piece ~= nil then
-- don't let the piece move before it's finished dropping
self.piece:dropToBottom(self.grid)
end
self.piece_is_active = true
end
function MarathonWCBGame:onAttemptPieceRotate()
self.piece_is_active = true
end
function MarathonWCBGame:shuffleColours()
local temp_colours = {}
for _, colour in pairs(self.colourscheme) do
table.insert(temp_colours, colour)
end
for piece in pairs(self.ruleset.colourscheme) do
self.ruleset.colourscheme[piece] = table.remove(temp_colours, love.math.random(#temp_colours))
end
end
function MarathonWCBGame:resetColours()
for piece in pairs(self.colourscheme) do
self.ruleset.colourscheme[piece] = self.colourscheme[piece]
end
end
function MarathonWCBGame:onPieceLock()
self.super:onPieceLock()
self.piece_is_active = false
self.pieces = self.pieces + 1
if self.pieces % 50 == 0 then
self:shuffleColours()
end
end
function MarathonWCBGame:onLineClear(cleared_row_count)
self.lines = self.lines + cleared_row_count
end
function MarathonWCBGame:onExit()
self:resetColours()
end
function MarathonWCBGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function MarathonWCBGame:getHighscoreData()
return {
pieces = self.pieces,
lines = self.lines,
frames = self.frames,
}
end
function MarathonWCBGame:drawScoringInfo()
MarathonWCBGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("lines", text_x, 160, 80, "left")
love.graphics.printf("pieces", text_x, 220, 80, "left")
love.graphics.printf("piece/sec", text_x, 280, 80, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, text_x, 180, 80, "left")
love.graphics.printf(self.pieces, text_x, 240, 80, "left")
love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 300, 80, "left")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function MarathonWCBGame:getBackground()
return (math.floor(self.pieces / 50) % 20)
end
return MarathonWCBGame