366 lines
11 KiB
Lua
366 lines
11 KiB
Lua
local GameMode = require 'tetris.modes.gamemode'
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local Grid = require 'tetris.components.grid'
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local SegaRandomizer = require 'tetris.randomizers.sega'
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local PowerOnSequence = require 'tetris.randomizers.poweron'
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local MarathonC99Game = GameMode:extend()
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MarathonC99Game.name = "Marathon C99"
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MarathonC99Game.hash = "MarathonC99"
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MarathonC99Game.tagline = "A recreation of Sega ***ris Naomi / Dreamcast!"
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local lines_to_next_level = {
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[0] = 6, 6, 7, 9, 6, 9,
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9, 9, 10, 10, 20, 16, 16,
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16, 16, 0, 1, math.huge
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}
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local level_names = {
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[0]="LITTLE ISLE",
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"GRAND CANYON",
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"SHIBUYA",
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"SOUTH POLE",
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"ATLANTIS",
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"Is. GALAPAGOS",
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"EGYPT",
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"NETHERLANDS",
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"PARIS",
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"ASAKUSA",
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"VENICE",
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"NIAGARA FALLS",
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"Mt. RUSHMORE",
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"BEI-JING",
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"EASTER ISLAND",
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"TRIP",
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"THE MOON",
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"[time]"
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}
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local score_table = {
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[0] = 0, 50, 200, 450, 1000, 2000, 3000, 4000
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}
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local slots_table = {
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50, 10000, 50000, 100000
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}
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local slot_popup = {["text"]="",["time"]=0,["slotnum"]=0}
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local line_popup = {["y"]=0,["score"]=0,["lines"]=0}
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function MarathonC99Game:new()
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self.super:new()
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self.grid = Grid(10, 22)
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self.randomizer = SegaRandomizer()
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self.additive_gravity = false
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self.roll_frames = 0
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self.lines_to_next_level = lines_to_next_level[self.level]
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self.slots = {}
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self.tetris_slots = 0
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self.ccw_bonus = 10 ^ 7
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slot_popup = {["text"]="",["time"]=0}
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self.irs = false
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self.enable_hard_drop = false
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self.lock_drop = false
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self.next_queue_length = 1
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end
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function MarathonC99Game:getARE()
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if self.level == 0 then return 31
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elseif self.level == 1 then return 28
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elseif self.level <= 3 then return 26
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elseif self.level == 4 then return 28
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elseif self.level <= 15 then return 26
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elseif self.level == 16 then return 31
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else return 17 end
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end
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function MarathonC99Game:getLineARE()
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return self:getARE()
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end
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function MarathonC99Game:getLineClearDelay()
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return 57
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end
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function MarathonC99Game:getDasLimit()
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return 15
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end
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function MarathonC99Game:getGravity()
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if self.level == 0 then return 1/24
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elseif self.level == 1 then return 1/15
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elseif self.level == 2 then return 1/10
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elseif self.level == 3 then return 1/3
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elseif self.level == 4 then return 1/20
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elseif self.level == 5 then return 1/3
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elseif self.level <= 9 then return 1/2
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elseif self.level <= 15 then return 1
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elseif self.level == 16 then return 1/24
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else return 1 end
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end
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function MarathonC99Game:getLockDelay()
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if self.level == 0 then return 44
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elseif self.level == 1 then return 39
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elseif self.level == 2 then return 34
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elseif self.level == 3 then return 30
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elseif self.level == 4 then return 39
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elseif self.level <= 7 then return 29
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elseif self.level <= 9 then return 28
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elseif self.level <= 12 then return 24
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elseif self.level <= 14 then return 20
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elseif self.level == 15 then return 19
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elseif self.level == 16 then return 44
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else return 18 end
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end
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function MarathonC99Game:getSlotMultiplier()
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if self.level == 17 then return 10
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elseif self.level >= 15 then return 5
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else return math.ceil((self.level + 1) / 5) end
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end
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function MarathonC99Game:getScoreMultiplier()
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if self.level == 17 then return 20
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else return self.level + 1 end
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end
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function MarathonC99Game:startRightDAS()
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self.move = "right"
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self.das.direction = "right"
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if self:getDasLimit() == 0 then
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self:continueDAS()
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end
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end
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function MarathonC99Game:startLeftDAS()
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self.move = "left"
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self.das.direction = "left"
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if self:getDasLimit() == 0 then
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self:continueDAS()
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end
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end
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function MarathonC99Game:onPieceEnter()
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self.piece.last_orientation = self.piece.rotation
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end
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function MarathonC99Game:advanceOneFrame(inputs, ruleset)
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if self.clear then
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if self.level == 17 then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames >= frameTime(3,19) then
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self.score = self.score + self.ccw_bonus
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self.completed = true
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end
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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if self.piece ~= nil then
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if not (
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self.piece.rotation - self.piece.last_orientation == -1 or -- 3 >> 2, 2 >> 1, 1 >> 0
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self.piece.rotation - self.piece.last_orientation == 3 or -- 0 >> 3
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self.piece.rotation - self.piece.last_orientation == 0 -- not rotated
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) then
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self.ccw_bonus = 0
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end
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if inputs.down and not self.piece:isDropBlocked(self.grid) then
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self.score = self.score + 1
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end
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self.piece.last_orientation = self.piece.rotation
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end
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end
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function MarathonC99Game:onLineClear(cleared_row_count)
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self.lines = self.lines + cleared_row_count
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line_popup.lines = cleared_row_count
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local score_to_add = score_table[cleared_row_count]
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local highest_row_cleared
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for i = 1, 22 do
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if self.grid:isRowFull(i) then
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highest_row_cleared = i
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break
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end
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end
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if(cleared_row_count > 0) then
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line_popup.y = (highest_row_cleared)*16
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end
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if highest_row_cleared + 1 <= 22 and self.grid:isRowFull(highest_row_cleared + 1) and
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highest_row_cleared + 2 <= 22 and not self.grid:isRowFull(highest_row_cleared + 2) and
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highest_row_cleared + 3 <= 22 and self.grid:isRowFull(highest_row_cleared + 3) then
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score_to_add = 1
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elseif (cleared_row_count == 2 or cleared_row_count == 3) and
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highest_row_cleared + 1 <= 22 and not self.grid:isRowFull(highest_row_cleared + 1) then
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score_to_add = score_to_add + 100
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end
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if (#self.slots == 2) then
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if (self.slots[1] == self.slots[2] and self.slots[1] == cleared_row_count) then
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if cleared_row_count == 4 then
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self.tetris_slots = (self.tetris_slots + 1) % 10
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end
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if cleared_row_count == 4 and (self.tetris_slots == 0 or self.level == 17) then
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self.score = self.score + 999999
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slot_popup.text = "3xTETRIS\n+999999"
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slot_popup.time = 150
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slot_popup.slotnum = 4
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else
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clear_names = {"SINGLE","DOUBLE","TRIPLE","***RIS"}
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local score_text = tostring(math.min(999999, slots_table[cleared_row_count] * self:getSlotMultiplier()))
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while #score_text < 6 do score_text = "0"..score_text end
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self.score = self.score + math.min(999999, slots_table[cleared_row_count] * self:getSlotMultiplier())
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slot_popup.text = "3x"..clear_names[cleared_row_count].."\n+"..score_text
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slot_popup.time = 150
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slot_popup.slotnum = cleared_row_count
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end
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end
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self.slots = {}
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else
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table.insert(self.slots, cleared_row_count)
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end
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if self.grid:checkForBravo(cleared_row_count) then
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self.score = self.score + 200000 * self:getSlotMultiplier()
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line_popup.score = 200000 * self:getSlotMultiplier()
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else
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self.score = self.score + score_to_add * self:getScoreMultiplier()
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line_popup.score = score_to_add * self:getScoreMultiplier()
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end
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if cleared_row_count >= self.lines_to_next_level then
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self.level = self.level + 1
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if self.level == 15 then
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self.lines_to_next_level = 300 - self.lines
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else
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self.lines_to_next_level = lines_to_next_level[self.level]
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end
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if self.level == 16 then
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self.clear = true
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self.grid:clear()
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if table.equalvalues(
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self.used_randomizer.possible_pieces,
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{"I", "J", "L", "O", "S", "T", "Z"}
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) then
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self.used_randomizer = PowerOnSequence()
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self.next_queue[1].shape = self.used_randomizer:nextPiece()
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end
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end
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else
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self.lines_to_next_level = self.lines_to_next_level - cleared_row_count
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end
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for i = 1, 4 do
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self.grid:clearSpecificRow(i)
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end
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end
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function MarathonC99Game:drawGrid()
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if(self.lcd > 0) then
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love.graphics.setColor(1,1,1,1)
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love.graphics.setFont(font_3x5_2)
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--if(line_popup.lines > 1) then love.graphics.setFont(font_3x5_3) end
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love.graphics.printf(line_popup.score,40,line_popup.y-1,200,"center")
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end
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self.grid:draw()
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end
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function MarathonC99Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs) ..
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self.drop_bonus
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LEVEL "..self.level, 240, 120, 80, "left")
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love.graphics.printf("LINES", 240, 190, 200, "left")
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love.graphics.printf(self.lines.."/300", 240, 210, 200, "left")
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if(self.level ~= 15 and self.level ~= 17) then
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xp = -0.5
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love.graphics.setColor(0,1,0,1)
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for i=1,lines_to_next_level[self.level]-self.lines_to_next_level do
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love.graphics.printf("|", 240+xp*5, 165, 30, "left")
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xp = xp+1
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end
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love.graphics.setColor(0,0.5,0,1)
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for i=1,self.lines_to_next_level do
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love.graphics.printf("|", 240+xp*5, 165, 30, "left")
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xp = xp+1
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end
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end
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love.graphics.setColor(1,1,1,1)
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love.graphics.setFont(font_3x5_4)
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love.graphics.printf(formatBigNum(self.score), 64, 400, 160, "center")
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if self.ready_frames == 0 then
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love.graphics.setColor(
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((self.frames + self.roll_frames) % 4 < 2) and
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{0.3, 1, 0.3, 1} or
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{1, 1, 1, 1}
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)
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if(slot_popup.time > 0) then
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf(slot_popup.text, 310, 80, 200, "left")
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slot_popup.time = slot_popup.time - 1
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(
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slot_popup.slotnum .. " " ..
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slot_popup.slotnum .. " " ..
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slot_popup.slotnum,
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240, 80, 100, "left")
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love.graphics.setColor(1,1,1,1)
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else
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(
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(self.slots[1] and self.slots[2] and
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self.slots[1] == self.slots[2] and
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(self.frames + self.roll_frames) % 4 < 2) and
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{0.3, 1, 0.3, 1} or
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{1, 1, 1, 1}
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)
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love.graphics.printf(
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(self.slots[1] and self.slots[1] or math.random(4)) .. " " ..
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(self.slots[2] and self.slots[2] or math.random(4)) .. " " ..
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math.random(4),
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240, 80, 100, "left")
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love.graphics.setColor(1,1,1,1)
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end
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(1, 1, 1, 1)
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level_names[17] = self.roll_frames == frameTime(3,19) and "THE EDGE OF THE WORLD" or formatTime(frameTime(3,19) - self.roll_frames)
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love.graphics.printf(level_names[self.level], 240, 137, 200, "left")
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love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 240, 300, 160, "left")
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end
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function MarathonC99Game:getBackground()
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if self.level == 17 then
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return math.floor(math.min(math.max(0, self.roll_frames * 20 / frameTime(3,19)), 19))
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end
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return self.level
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end
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function MarathonC99Game:getHighscoreData()
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return {
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score = self.score,
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lines = self.lines,
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level = self.level,
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frames = self.frames,
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}
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end
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return MarathonC99Game |