157 lines
3.7 KiB
Lua
157 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 CreditsA3Game = GameMode:extend()
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CreditsA3Game.name = "Credits A3"
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CreditsA3Game.hash = "CreditsA3"
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CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
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function CreditsA3Game:new()
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CreditsA3Game.super:new()
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self.section_time_limit = 3238
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self.norm = 0
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self.section = 0
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self.roll_frames = 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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self.randomizer = History6RollsRandomizer()
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end
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function CreditsA3Game:getARE()
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return 6
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end
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function CreditsA3Game:getLineARE()
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return 6
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end
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function CreditsA3Game:getDasLimit()
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return 7
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end
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function CreditsA3Game:getLineClearDelay()
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return 4
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end
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function CreditsA3Game:getLockDelay()
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return 15
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end
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function CreditsA3Game:getGravity()
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return 20
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end
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function CreditsA3Game:advanceOneFrame(inputs, ruleset)
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if self.frames == 0 then
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switchBGM("credit_roll", "gm3")
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end
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if self.roll_frames > 0 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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-- reset
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self.norm = 0
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self.frames = 0
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self.clear = false
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self.grid:clear()
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switchBGM("credit_roll", "gm3")
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self:initializeOrHold(inputs, ruleset)
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else
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return false
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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if self.frames >= self.section_time_limit then
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self.norm = self.norm + 16
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self.piece = nil
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if self.norm >= 60 then
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self.section = self.section + 1
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self.roll_frames = 150
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self.clear = true
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else
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self.game_over = true
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switchBGM(nil)
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end
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end
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end
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return true
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end
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function CreditsA3Game:onLineClear(cleared_row_count)
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if not self.clear then
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self.norm = self.norm + cleared_row_count + (cleared_row_count >= 4 and 6 or 0)
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end
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end
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CreditsA3Game.rollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function CreditsA3Game:drawGrid(ruleset)
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if not self.game_over and self.roll_frames < 30 then
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self.grid:drawInvisible(self.rollOpacityFunction)
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else
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self.grid:draw()
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end
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end
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function CreditsA3Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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if config["side_next"] then
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love.graphics.printf("NEXT", 240, 72, 40, "left")
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else
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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end
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local text_x = config["side_next"] and 316 or 240
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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("ROLLS COMPLETED", text_x, 170, 120, "left")
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love.graphics.printf("TIME LEFT", text_x, 250, 80, "left")
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love.graphics.printf("NORM", text_x, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.section, text_x, 190, 160, "left")
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - self.frames
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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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if self.norm >= 44 then
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love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
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else
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love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
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end
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end
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love.graphics.printf(formatTime(time_left), text_x, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.norm, text_x, 340, 40, "right")
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if self.game_over or self.roll_frames > 0 then
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love.graphics.printf("60", text_x, 370, 40, "right")
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else
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love.graphics.printf("44", text_x, 370, 40, "right")
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end
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end
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function CreditsA3Game:getBackground()
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return self.section % 20
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end
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return CreditsA3Game |