cambridge-modpack/tetris/modes/pro_tl.lua
2021-01-29 21:15:15 -05:00

161 lines
4.5 KiB
Lua

require 'funcs'
local MarathonAX4Game = require 'tetris.modes.survival_ax'
local TetraRandomizer = require 'tetris.randomizers.tetra'
local ProGame = MarathonAX4Game:extend()
ProGame.name = "Final TL"
ProGame.hash = "ProTL"
ProGame.tagline = "Your next pieces start disappearing! What lies past Mach 9?"
function ProGame:new()
self.super:new()
self.next_queue_length = 6
self.randomizer = TetraRandomizer()
end
function ProGame:initialize(ruleset)
self.super.initialize(self, ruleset)
ruleset.onPieceDrop = function() end
ruleset.onPieceMove = function() end
ruleset.onPieceRotate = function() end
end
function ProGame:getARE() return 6 end
function ProGame:getLineARE() return 6 end
function ProGame:getLineClearDelay() return 6 end
function ProGame:getDasLimit() return config.das end
function ProGame:getARR() return config.arr end
function ProGame:getDasCutDelay() return config.dcd end
function ProGame:getDropSpeed() return 20 end
function ProGame:getGravity()
if self.lines < 20 then return 1
elseif self.lines < 40 then return 2
elseif self.lines < 60 then return 5
else return 20 end
end
function ProGame:getLockDelay()
if self.lines < 20 then return 30
elseif self.lines < 40 then return 29
elseif self.lines < 60 then return 27
elseif self.lines < 80 then return 23
elseif self.lines < 100 then return 21
elseif self.lines < 120 then return 20
elseif self.lines < 140 then return 18
elseif self.lines < 160 then return 17
elseif self.lines < 180 then return 15
else return 14 end
end
function ProGame:advanceOneFrame(inputs, ruleset)
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function ProGame:onPieceEnter()
self.section_clear = false
self.piece.lowest_y = -math.huge
end
function ProGame:onHold()
self.piece.lowest_y = -math.huge
end
function ProGame:whilePieceActive()
for _, block in pairs(self.piece:getBlockOffsets()) do
local y = self.piece.position.y + block.y
if y > self.piece.lowest_y then
self.piece.lock_delay = 0
self.piece.lowest_y = y
end
end
end
function ProGame:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 200)
if self.lines == 200 then
self.grid:clear()
self.clear = true
self.roll_frames = -150
else
self.enable_hold = self.lines < 160
self.next_queue_length = math.max(1, 6 - math.floor(self.lines / 20))
end
end
end
function ProGame:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 20) < math.floor(new_lines / 20) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function ProGame:drawGrid()
self.grid:draw()
self:drawGhostPiece()
end
function ProGame:drawScoringInfo()
MarathonAX4Game.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")
if self.lines < 200 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 20) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
if self.lines < 200 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1)
end
function ProGame:getSectionEndLines()
return math.floor(self.lines / 20 + 1) * 20
end
function ProGame:getBackground()
return math.floor(self.lines / 20)
end
return ProGame