cambridge-modpack/tetris/modes/marathon_c88.lua

151 lines
4.3 KiB
Lua

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()
self.super:new()
self.level_timer = 0
self.level_lines = 0
self.last_cleared = 0
self.randomizer = SegaRandomizer()
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.grid:applyCeiling(4)
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()
if self.level == 0 then return 1/30
elseif self.level == 1 then return 1/15
elseif self.level == 2 then return 1/12
elseif self.level == 3 then return 1/10
elseif self.level == 4 then return 1/8
elseif self.level == 5 then return 1/6
elseif self.level == 6 then return 1/4
elseif self.level == 7 then return 1/2
elseif self.level <= 9 then return 1
elseif self.level == 10 then return 1/8
elseif self.level == 11 then return 1/6
elseif self.level == 12 then return 1/4
elseif self.level == 13 then return 1/2
else return 1 end
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
function MarathonC88Game:onPieceEnter()
for row = 5, 4 + self.last_cleared do self.grid:clearSpecificRow(row) end
self.grid:applyCeiling(4)
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 == 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
self.last_cleared = cleared_lines
end
MarathonC88Game.opacityFunction = function(age)
return 1
end
MarathonC88Game.ceilingOpacityFunction = function(age)
return 0
end
function MarathonC88Game:drawGrid()
self.grid:drawInvisible(self.opacityFunction, self.ceilingOpacityFunction)
end
function MarathonC88Game:drawScoringInfo()
MarathonC88Game.super.drawScoringInfo(self)
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("SCORE", 240, 120, 40, "left")
love.graphics.printf("LINES", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 280, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 140, 90, "left")
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.min(math.floor(self.level / 2), 19)
end
function MarathonC88Game:getHighscoreData()
return {
score = self.score,
level = self.level,
lines = self.lines,
frames = self.frames,
}
end
return MarathonC88Game