cambridge-modpack/tetris/modes/marathon_c88.lua
terpyderp d57a4a7720 Side next preparation
Adds side next compatibility for all modpack modes (I think)
2021-10-20 17:12:47 -05:00

193 lines
5.5 KiB
Lua

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