mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-16 15:09:03 -06:00
148 lines
3.7 KiB
Lua
148 lines
3.7 KiB
Lua
require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local IntervalTrainingGame = GameMode:extend()
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IntervalTrainingGame.name = "Interval Training"
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IntervalTrainingGame.hash = "IntervalTraining"
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IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function IntervalTrainingGame:new()
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IntervalTrainingGame.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.section_time_limit = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function IntervalTrainingGame:getARE()
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return 6
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end
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function IntervalTrainingGame:getLineARE()
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return 6
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end
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function IntervalTrainingGame:getDasLimit()
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return 7
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end
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function IntervalTrainingGame:getLineClearDelay()
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return 4
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end
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function IntervalTrainingGame:getLockDelay()
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return 15
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end
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function IntervalTrainingGame:getGravity()
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return 20
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end
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function IntervalTrainingGame:getSection()
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return math.floor(level / 100) + 1
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end
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function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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if self:getSectionTime() >= self.section_time_limit then
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self.game_over = true
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end
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else
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self.section_time_limit = ruleset.world and 37 * 60 or 1800
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end
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return true
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end
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function IntervalTrainingGame:onPieceEnter()
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function IntervalTrainingGame:onLineClear(cleared_row_count)
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local cleared_level_bonus = {1, 2, 4, 6}
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local new_level = self.level + cleared_level_bonus[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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self.level = new_level
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end
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function IntervalTrainingGame:getSectionTime()
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return self.frames - self.section_start_time
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end
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function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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self.section_start_time = self.frames
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end
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end
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function IntervalTrainingGame:drawGrid()
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self.grid:draw()
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end
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function IntervalTrainingGame:getHighscoreData()
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return {
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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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function IntervalTrainingGame: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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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.level, 240, 340, 50, "right")
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
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end
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function IntervalTrainingGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function IntervalTrainingGame:getBackground()
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return math.floor(self.level / 100) % 20
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end
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return IntervalTrainingGame
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