mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2024-11-23 01:19:02 -06:00
d57a4a7720
Adds side next compatibility for all modpack modes (I think)
231 lines
7.1 KiB
Lua
231 lines
7.1 KiB
Lua
require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Bag7Randomizer = require 'tetris.randomizers.bag7'
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local MarathonGFGame = GameMode:extend()
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MarathonGFGame.name = "Marathon GF"
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MarathonGFGame.hash = "MarathonGF"
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MarathonGFGame.tagline = "The old puzzle mode from Tetris Friends!"
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function MarathonGFGame:new()
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self.super:new()
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self.back_to_back = false
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self.roll_limit = 10
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self.roll_frames = 0
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self.message = ""
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self.message_timer = 0
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self.randomizer = Bag7Randomizer()
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self.combo = 0
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self.immobile_spin_bonus = true
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self.lock_drop = true
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self.lock_hard_drop = true
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self.instant_hard_drop = true
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self.instant_soft_drop = false
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self.enable_hold = true
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self.next_queue_length = 6
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end
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function MarathonGFGame:getARE() return 6 end
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function MarathonGFGame:getLineARE() return 6 end
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function MarathonGFGame:getLineClearDelay() return 24 end
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function MarathonGFGame:getDasLimit() return config.das end
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function MarathonGFGame:getARR() return config.arr end
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function MarathonGFGame:getDasCutDelay() return config.dcd end
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function MarathonGFGame:getGravity()
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if self.lines < 180 then
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return (0.8 - (math.floor(self.lines / 10) * 0.007)) ^ -math.floor(self.lines / 10) / 60
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elseif self.lines < 200 then return 20
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else return 1/4 end
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end
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function MarathonGFGame:getDropSpeed()
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return self:getGravity() * 20
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end
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function MarathonGFGame:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then return false
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else self.frames = self.frames + 1 end
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if self.roll_frames >= self.roll_limit + 10 then
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self.roll_frames = 0
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self.roll_limit = self.roll_limit + 5
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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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end
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if self.drop_bonus > 0 then
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self.score = self.score + self.drop_bonus
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self.drop_bonus = 0
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end
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return true
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end
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function MarathonGFGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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self.lines = math.min(new_lines, 200)
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if self.lines == 200 then
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self.clear = true
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self.roll_frames = -150
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end
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end
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end
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function MarathonGFGame:getSectionTime()
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return self.frames - self.section_start_time
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end
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function MarathonGFGame:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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self.section_start_time = self.frames
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end
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end
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function MarathonGFGame:updateScore(level, drop_bonus, cleared_lines)
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local normal_table = {[0] = 0, 1, 3, 5, 8}
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local spin_score = 4 * (cleared_lines + 1)
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local all_clear_table = {[0] = 0, 8, 12, 18, 20}
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if self.grid:checkForBravo(cleared_lines) then
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self.score = self.score + (
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((self.back_to_back and cleared_lines == 4)
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and 32 or all_clear_table[cleared_lines]) *
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100 * (math.floor(self.lines / 10) + 1)
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)
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end
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if cleared_lines > 0 then
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self.score = self.score + (
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self.combo * 50 * (math.floor(self.lines / 10) + 1)
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)
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end
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if self.piece.spin then
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self.score = self.score + (
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spin_score * 100 *
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(math.floor(self.lines / 10) + 1) *
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((self.back_to_back and cleared_lines ~= 0) and 1.5 or 1)
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)
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if cleared_lines ~= 0 then
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self.back_to_back = true
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self.combo = self.combo + 1
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else self.combo = 0 end
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elseif cleared_lines > 0 then
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self.score = self.score + (
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normal_table[cleared_lines] * 100 *
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(math.floor(self.lines / 10) + 1) *
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((self.back_to_back and cleared_lines == 4) and 1.5 or 1)
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)
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if cleared_lines == 4 then self.back_to_back = true
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else self.back_to_back = false end
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self.combo = self.combo + 1
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else self.combo = 0 end
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end
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function MarathonGFGame:onPieceLock(piece, cleared_row_count)
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GameMode:onPieceLock()
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if self.grid:checkForBravo(cleared_row_count) then
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self.message = "ALL CLEAR!"
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elseif piece.spin then
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self.message = (self.back_to_back and cleared_row_count ~= 0 and "B2B " or "") ..
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(type(piece.shape) == "string" and piece.shape .. "-" or "") ..
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"SPIN " .. cleared_row_count .. "!"
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elseif cleared_row_count >= 4 then
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self.message = (self.back_to_back and "B2B " or "") ..
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string.upper(string.sub(number_names[cleared_row_count * 3 + 3], 1, -7)) .. "A!"
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elseif cleared_row_count ~= 0 and self.combo > 0 then
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self.message = "COMBO " .. self.combo .. "!"
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else
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self.message = ""
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end
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self.message_timer = 60
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end
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MarathonGFGame.rollOpacityFunction = function(age)
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return 0.5
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end
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MarathonGFGame.mRollOpacityFunction = function(age)
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return 0
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end
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function MarathonGFGame:drawGrid(ruleset)
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if not self.game_over then
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if self.lines >= 200 and self.roll_frames >= self.roll_limit then
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self.grid:drawInvisible(self.rollOpacityFunction)
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elseif self.lines >= 200 then
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self.grid:drawInvisible(self.mRollOpacityFunction)
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else self.grid:draw() end
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else self.grid:draw() end
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self:drawGhostPiece(ruleset)
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end
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function MarathonGFGame:getHighscoreData()
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return {
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score = self.score,
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frames = self.frames,
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}
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end
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function MarathonGFGame:getBackground()
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return math.min(19, math.floor(self.lines / 10))
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end
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function MarathonGFGame: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("SCORE", text_x, 180, 80, "left")
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love.graphics.printf("LEVEL", text_x, 250, 80, "left")
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love.graphics.printf("LINES", text_x, 320, 40, "left")
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local current_section = math.floor(self.lines / 10) + 1
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self:drawSectionTimesWithSplits(current_section)
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if self.message_timer > 0 then
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love.graphics.printf(self.message, 64, 400, 160, "center")
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self.message_timer = self.message_timer - 1
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, text_x, 200, 120, "left")
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love.graphics.printf(self.lines, text_x, 340, 40, "right")
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love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), text_x, 370, 40, "right")
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if not self.game_over and self.clear and self.roll_frames % 4 < 2 then
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love.graphics.setColor(1, 1, 0.3, 1)
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end
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love.graphics.printf(math.floor(self.lines / 10) + 1, text_x, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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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 MarathonGFGame:getSectionEndLines()
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return math.floor(self.lines / 10 + 1) * 10
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end
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return MarathonGFGame |