cambridge-modpack/tetris/modes/credits_a3.lua
terpyderp d57a4a7720 Side next preparation
Adds side next compatibility for all modpack modes (I think)
2021-10-20 17:12:47 -05:00

157 lines
3.7 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local CreditsA3Game = GameMode:extend()
CreditsA3Game.name = "Credits A3"
CreditsA3Game.hash = "CreditsA3"
CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
function CreditsA3Game:new()
CreditsA3Game.super:new()
self.section_time_limit = 3238
self.norm = 0
self.section = 0
self.roll_frames = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.randomizer = History6RollsRandomizer()
end
function CreditsA3Game:getARE()
return 6
end
function CreditsA3Game:getLineARE()
return 6
end
function CreditsA3Game:getDasLimit()
return 7
end
function CreditsA3Game:getLineClearDelay()
return 4
end
function CreditsA3Game:getLockDelay()
return 15
end
function CreditsA3Game:getGravity()
return 20
end
function CreditsA3Game:advanceOneFrame(inputs, ruleset)
if self.frames == 0 then
switchBGM("credit_roll", "gm3")
end
if self.roll_frames > 0 then
self.roll_frames = self.roll_frames - 1
if self.roll_frames == 0 then
-- reset
self.norm = 0
self.frames = 0
self.clear = false
self.grid:clear()
switchBGM("credit_roll", "gm3")
self:initializeOrHold(inputs, ruleset)
else
return false
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
if self.frames >= self.section_time_limit then
self.norm = self.norm + 16
self.piece = nil
if self.norm >= 60 then
self.section = self.section + 1
self.roll_frames = 150
self.clear = true
else
self.game_over = true
switchBGM(nil)
end
end
end
return true
end
function CreditsA3Game:onLineClear(cleared_row_count)
if not self.clear then
self.norm = self.norm + cleared_row_count + (cleared_row_count >= 4 and 6 or 0)
end
end
CreditsA3Game.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function CreditsA3Game:drawGrid(ruleset)
if not self.game_over and self.roll_frames < 30 then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
function CreditsA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
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.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("ROLLS COMPLETED", text_x, 170, 120, "left")
love.graphics.printf("TIME LEFT", text_x, 250, 80, "left")
love.graphics.printf("NORM", text_x, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.section, text_x, 190, 160, "left")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - self.frames
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
if self.norm >= 44 then
love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
else
love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
end
end
love.graphics.printf(formatTime(time_left), text_x, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.norm, text_x, 340, 40, "right")
if self.game_over or self.roll_frames > 0 then
love.graphics.printf("60", text_x, 370, 40, "right")
else
love.graphics.printf("44", text_x, 370, 40, "right")
end
end
function CreditsA3Game:getBackground()
return self.section % 20
end
return CreditsA3Game