136 lines
3.9 KiB
Lua
136 lines
3.9 KiB
Lua
require 'funcs'
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local MarathonAX4Game = require 'tetris.modes.marathon_ax4'
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local TetraRandomizer = require 'tetris.randomizers.tetra'
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local ProGame = MarathonAX4Game:extend()
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ProGame.name = "Final TL"
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ProGame.hash = "ProTL"
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ProGame.tagline = "Your next pieces start disappearing! What lies past Mach 9?"
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function ProGame:new()
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self.super:new()
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self.next_queue_length = 6
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self.randomizer = TetraRandomizer()
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end
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function ProGame:getARE() return 6 end
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function ProGame:getLineARE() return 6 end
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function ProGame:getLineClearDelay() return 6 end
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function ProGame:getDasLimit() return 6 end
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function ProGame:getDropSpeed() return 20 end
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function ProGame:getGravity()
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if self.lines < 20 then return 1
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elseif self.lines < 40 then return 3
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elseif self.lines < 60 then return 5
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else return 20 end
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end
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function ProGame:getLockDelay()
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if self.lines < 20 then return 30
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elseif self.lines < 40 then return 29
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elseif self.lines < 60 then return 27
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elseif self.lines < 80 then return 23
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elseif self.lines < 100 then return 21
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elseif self.lines < 120 then return 20
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elseif self.lines < 140 then return 18
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elseif self.lines < 160 then return 17
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elseif self.lines < 180 then return 15
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else return 14 end
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end
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function ProGame:advanceOneFrame(inputs, ruleset)
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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return false
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elseif self.roll_frames > 2968 then
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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if not self.section_clear then
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self.frames = self.frames + 1
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end
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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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end
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ruleset.onPieceMove = function() end
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ruleset.onPieceRotate = function() end
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return true
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end
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function ProGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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self.lines = math.min(new_lines, 200)
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if self.lines == 200 then
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self.grid:clear()
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self.clear = true
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self.roll_frames = -150
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else
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self.enable_hold = self.lines < 160
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self.next_queue_length = math.max(1, 6 - math.floor(self.lines / 20))
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end
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end
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end
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function ProGame:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 20) < math.floor(new_lines / 20) 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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self.section_clear = true
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end
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end
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function ProGame:drawGrid()
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self.grid:draw()
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self:drawGhostPiece()
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end
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function ProGame:drawScoringInfo()
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MarathonAX4Game.super.drawScoringInfo(self)
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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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if self.lines < 200 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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love.graphics.printf("LINES", 240, 320, 40, "left")
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local current_section = math.floor(self.lines / 20) + 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.lines, 240, 340, 40, "right")
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love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "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 not self.clear 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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if self.lines < 200 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
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love.graphics.setColor(1, 1, 1, 1)
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end
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function ProGame:getSectionEndLines()
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return math.floor(self.lines / 20 + 1) * 20
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end
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function ProGame:getBackground()
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return math.floor(self.lines / 20)
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end
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return ProGame |