cambridge-modpack/tetris/modes/beginner_a2.lua
terpyderp d57a4a7720 Side next preparation
Adds side next compatibility for all modpack modes (I think)
2021-10-20 17:12:47 -05:00

185 lines
5.4 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local BeginnerA2Game = GameMode:extend()
BeginnerA2Game.name = "Beginner A2"
BeginnerA2Game.hash = "BeginnerA2"
BeginnerA2Game.tagline = "How many points can you score in 300 levels?"
function BeginnerA2Game:new()
self.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.piece_time = 0
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.additive_gravity = false
self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function BeginnerA2Game:getARE() return 25 end
function BeginnerA2Game:getLineARE() return self:getARE() end
function BeginnerA2Game:getLineClearDelay() return 40 end
function BeginnerA2Game:getDasLimit() return 14 end
function BeginnerA2Game:getLockDelay() return 30 end
function BeginnerA2Game:getGravity()
if self.level < 8 then return 4/256
elseif self.level < 19 then return 5/256
elseif self.level < 35 then return 6/256
elseif self.level < 40 then return 8/256
elseif self.level < 50 then return 10/256
elseif self.level < 60 then return 12/256
elseif self.level < 70 then return 16/256
elseif self.level < 80 then return 32/256
elseif self.level < 90 then return 48/256
elseif self.level < 100 then return 64/256
elseif self.level < 108 then return 4/256
elseif self.level < 119 then return 5/256
elseif self.level < 125 then return 6/256
elseif self.level < 131 then return 8/256
elseif self.level < 139 then return 12/256
elseif self.level < 149 then return 32/256
elseif self.level < 156 then return 48/256
elseif self.level < 164 then return 80/256
elseif self.level < 174 then return 112/256
elseif self.level < 180 then return 128/256
elseif self.level < 200 then return 144/256
elseif self.level < 212 then return 16/256
elseif self.level < 221 then return 48/256
elseif self.level < 232 then return 80/256
elseif self.level < 244 then return 112/256
elseif self.level < 256 then return 144/256
elseif self.level < 267 then return 176/256
elseif self.level < 277 then return 192/256
elseif self.level < 287 then return 208/256
elseif self.level < 295 then return 224/256
elseif self.level < 300 then return 240/256
else return 20 end
end
function BeginnerA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 1800 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function BeginnerA2Game:onPieceEnter()
if self.level ~= 299 and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function BeginnerA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
((math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo +
math.ceil(math.min(300, level + cleared_lines) / 2) +
math.max(self:getLockDelay() - self.piece_time, 0) * 7)
* 6
)
else
self.combo = 1
end
self.drop_bonus = 0
self.piece_time = 0
end
end
function BeginnerA2Game:whilePieceActive()
self.piece_time = self.piece_time + 1
end
function BeginnerA2Game:onLineClear(cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 300)
if self.level == 300 and not self.clear then
self.clear = true
self.score = self.score + (
1253 * math.ceil(math.max(0, 18000 - self.frames) / 60)
)
end
end
function BeginnerA2Game:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function BeginnerA2Game:getHighscoreData()
return {
score = self.score,
level = self.level,
frames = self.frames,
}
end
function BeginnerA2Game:getBackground()
return math.floor(self.level / 100)
end
function BeginnerA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
self.piece_time .. " " ..
strTrueValues(self.prev_inputs)
)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
local text_x = config["side_next"] and 316 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(300, 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return BeginnerA2Game