cambridge-modpack/tetris/modes/joker.lua
Ishaan Bhardwaj 76dd287a11 h (v0.2.6)
2020-12-22 22:09:17 -05:00

107 lines
3.1 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local DTETRandomizer = require 'tetris.randomizers.dtet'
local JokerGame = GameMode:extend()
JokerGame.name = "Final J"
JokerGame.hash = "Joker"
JokerGame.tagline = "One of the hardest modes! Can you retain your stock to level 300?"
function JokerGame:new()
self.super:new()
self.randomizer = DTETRandomizer()
self.level = 50
self.stock = 0
self.time_limit = 7200
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = false
self.next_queue_length = 6
end
function JokerGame:getARE() return 16 end
function JokerGame:getLineARE() return self:getARE() end
function JokerGame:getDasLimit() return 8 end
function JokerGame:getLineClearDelay() return 6 end
function JokerGame:getLockDelay() return 30 end
function JokerGame:getGravity() return 20 end
function JokerGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.time_limit = self.time_limit - 1
end
if self.time_limit <= 0 then self.game_over = true end
return true
end
function JokerGame:onLineClear(cleared_row_count)
if cleared_row_count >= 4 and self.level < 200 then self.stock = self.stock + 1
elseif cleared_row_count < 4 and self.level >= 200 then self.stock = self.stock - 1 end
if self.level >= 200 then
if self.stock > 0 or (cleared_row_count >= 4 and self.stock <= 0) then
self.level = self.level + 1
self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00))
elseif self.stock == 0 then
self.level = self.level + 1
self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00))
end
else
self.level = self.level + 1
self.time_limit = math.min(self.time_limit + frameTime(0,15), frameTime(5,00))
end
if self.stock <= 0 and (self.level == 200 or self.level >= 300) then self.game_over = true end
end
function JokerGame:drawGrid() self.grid:drawOutline() end
function JokerGame:drawScoringInfo()
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("TIME LIMIT", 240, 120, 80, "left")
love.graphics.printf("LEVEL", 240, 200, 40, "left")
love.graphics.printf("STOCK", 240, 280, 40, "left")
love.graphics.setFont(font_3x5_3)
if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 220, 90, "left")
love.graphics.printf(math.max(self.stock, 0), 240, 300, 90, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function JokerGame:getBackground()
if self.level < 200 then return 0
elseif self.level < 300 then return 4
else return 19 end
end
function JokerGame:getHighscoreData()
return {
level = self.level,
}
end
return JokerGame