mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-23 08:39:03 -06:00
d57a4a7720
Adds side next compatibility for all modpack modes (I think)
193 lines
5.5 KiB
Lua
193 lines
5.5 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 SegaRandomizer = require 'tetris.randomizers.sega'
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local MarathonC88Game = GameMode:extend()
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MarathonC88Game.name = "Marathon C88"
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MarathonC88Game.hash = "MarathonC88"
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MarathonC88Game.tagline = "An old Japanese game! Can you hit the max score?"
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function MarathonC88Game:new(secret_inputs)
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self.super:new()
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self.level_timer = 0
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self.level_lines = 0
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self.tetrises = 0
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self.line_clears = 0
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if secret_inputs.rotate_left and secret_inputs.rotate_right then
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self.gravity_multiplier = 4
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elseif secret_inputs.rotate_left then
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self.gravity_multiplier = 2
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elseif secret_inputs.rotate_right then
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self.gravity_multiplier = 3
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else
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self.gravity_multiplier = 1
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end
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self.randomizer = SegaRandomizer()
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self.additive_gravity = false
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self.lock_drop = false
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self.enable_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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self.irs = false
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self.grid.getCell = function(self, x, y)
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if x < 1 or x > self.width or y < 5 or y > self.height then return oob
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elseif y < 1 then return empty
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else return self.grid[y][x]
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end
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end
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end
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function MarathonC88Game:getARE() return 30 end
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function MarathonC88Game:getLineARE() return 30 end
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function MarathonC88Game:getDasLimit() return 20 end
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function MarathonC88Game:getLineClearDelay() return 42 end
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function MarathonC88Game:getLockDelay() return 30 end
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function MarathonC88Game:getGravity()
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local gravity
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if self.level == 0 then gravity = 1/30
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elseif self.level == 1 then gravity = 1/15
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elseif self.level == 2 then gravity = 1/12
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elseif self.level == 3 then gravity = 1/10
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elseif self.level == 4 then gravity = 1/8
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elseif self.level == 5 then gravity = 1/6
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elseif self.level == 6 then gravity = 1/4
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elseif self.level == 7 then gravity = 1/2
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elseif self.level <= 9 then gravity = 1
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elseif self.level == 10 then gravity = 1/8
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elseif self.level == 11 then gravity = 1/6
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elseif self.level == 12 then gravity = 1/4
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elseif self.level == 13 then gravity = 1/2
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else gravity = 1 end
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return gravity * self.gravity_multiplier
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end
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function MarathonC88Game:getLevelTimerLimit()
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if self.level == 0 then return 3480
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elseif self.level <= 8 then return 2320
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elseif self.level <= 10 then return 3480
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elseif self.level <= 14 then return 1740
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else return 3480 end
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end
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function MarathonC88Game:getScoreMultiplier()
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if self.level <= 1 then return 1
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elseif self.level <= 3 then return 2
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elseif self.level <= 5 then return 3
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elseif self.level <= 7 then return 4
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else return 5 end
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end
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function MarathonC88Game:onPieceEnter()
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function checkOOB()
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local offsets = self.piece:getBlockOffsets()
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for _, offset in pairs(offsets) do
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if self.piece.position.y + offset.y < 4 then
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return true
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end
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end
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return false
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end
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while checkOOB() do
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self.piece.position.y = self.piece.position.y + 1
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end
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end
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function MarathonC88Game:advanceOneFrame()
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if not (self.piece == nil and self.level_timer == 0) and self.ready_frames == 0 then
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self.level_timer = self.level_timer + 1
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end
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if self.ready_frames == 0 then self.frames = self.frames + 1 end
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if self.drop_bonus > 0 then
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self.score = self.score + self.drop_bonus * self:getScoreMultiplier()
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self.drop_bonus = 0
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end
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end
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local score_table = {[0] = 0, 1, 4, 9, 20}
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function MarathonC88Game:updateScore(level, drop_bonus, cleared_lines)
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local bravo = self.grid:checkForBravo(cleared_lines) and 10 or 1
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self.level_lines = self.level_lines + cleared_lines
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self.lines = self.lines + cleared_lines
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if (cleared_lines >= 1) then self.line_clears = self.line_clears + 1 end
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if (cleared_lines == 4) then self.tetrises = self.tetrises + 1 end
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if (cleared_lines == 0 and self.level_timer >= self:getLevelTimerLimit()) or (self.level_lines >= 4) then
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self.level = self.level + 1
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self.level_lines = 0
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self.level_timer = 0
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end
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self.score = self.score + score_table[cleared_lines] * 100 * self:getScoreMultiplier() * bravo
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end
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function MarathonC88Game:drawGrid()
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self.grid:draw()
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end
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function MarathonC88Game: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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(self.line_clears ~= 0 and math.floor(self.tetrises * 100 / self.line_clears) or 0) .. "% " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("SCORE", text_x, 120, 40, "left")
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love.graphics.printf("LINES", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 280, 40, "left")
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if self.gravity_multiplier ~= 1 and self:getGravity() < 20 then
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love.graphics.printf(
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self.gravity_multiplier .. "x GRAVITY ACTIVE!",
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text_x, 350, 150, "left"
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)
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end
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love.graphics.setFont(font_3x5_3)
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if self.score >= 999999 then love.graphics.setColor(1, 1, 0, 1) end
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love.graphics.printf(self.score, text_x, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.lines, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 300, 90, "left")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function MarathonC88Game:getBackground()
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return math.floor(self.level / 2) % 20
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end
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function MarathonC88Game:getHighscoreData()
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return {
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score = self.score,
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level = self.level,
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lines = self.lines,
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frames = self.frames,
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}
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end
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return MarathonC88Game
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