cambridge/tetris/modes/phantom_mania.lua

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local PhantomManiaGame = GameMode:extend()
PhantomManiaGame.name = "Phantom Mania"
PhantomManiaGame.hash = "PhantomMania"
PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?"
function PhantomManiaGame:new()
PhantomManiaGame.super:new()
self.lock_drop = true
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self.lock_hard_drop = true
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self.next_queue_length = 1
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"GM"
}
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self.roll_frames = 0
self.combo = 1
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self.tetrises = 0
self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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self.randomizer = History6RollsRandomizer()
end
function PhantomManiaGame:getARE()
if self.level < 100 then return 18
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elseif self.level < 200 then return 14
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
end
function PhantomManiaGame:getLineARE()
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if self.level < 100 then return 14
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elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
end
function PhantomManiaGame:getDasLimit()
if self.level < 200 then return 11
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elseif self.level < 300 then return 10
elseif self.level < 400 then return 9
else return 7 end
end
function PhantomManiaGame:getLineClearDelay()
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return self:getLineARE() - 2
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end
function PhantomManiaGame:getLockDelay()
if self.level < 100 then return 30
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elseif self.level < 200 then return 26
elseif self.level < 300 then return 22
elseif self.level < 400 then return 18
else return 15 end
end
function PhantomManiaGame:getGravity()
return 20
end
function PhantomManiaGame:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then
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self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then
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self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then
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self.level = 800
return true
end
return false
end
function PhantomManiaGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 1982 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function PhantomManiaGame:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function PhantomManiaGame:onLineClear(cleared_row_count)
if not self.clear then
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if cleared_row_count >= 4 then
self.tetrises = self.tetrises + 1
self.section_tetrises[math.floor(self.level / 100)] = (
self.section_tetrises[math.floor(self.level / 100)] + 1
)
end
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local new_level = self.level + cleared_row_count
if new_level >= 999 or self:hitTorikan(self.level, new_level) then
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if new_level >= 999 then
self.level = 999
end
self.clear = true
else
self.level = new_level
end
end
end
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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
)
else
self.combo = 1
end
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self.drop_bonus = 0
end
end
PhantomManiaGame.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function PhantomManiaGame:drawGrid()
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if not (self.game_over or self.completed or (self.clear and self.level < 999)) then
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self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
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else
self.grid:draw()
end
end
local function getLetterGrade(level, clear)
if level < 300 or level == 300 and clear then
return ""
elseif level < 500 or level == 500 and clear then
return "M"
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elseif level < 600 then
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return "MK"
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elseif level < 700 then
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return "MV"
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elseif level < 800 or level == 800 and clear then
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return "MO"
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elseif level <= 999 then
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return "MM"
end
end
function PhantomManiaGame:qualifiesForGM()
return true
end
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function PhantomManiaGame:drawScoringInfo()
PhantomManiaGame.super.drawScoringInfo(self)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
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if getLetterGrade(self.level, self.clear) ~= "" then
love.graphics.printf("GRADE", text_x, 120, 40, "left")
end
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
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love.graphics.setFont(font_3x5_3)
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if getLetterGrade(self.level, self.clear) ~= "" then
if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
if self.level == 999 and self:qualifiesForGM() then
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love.graphics.printf("GM", text_x, 140, 90, "left")
else
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
end
love.graphics.setColor(1, 1, 1, 1)
end
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love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 40, "right")
else
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
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end
function PhantomManiaGame:getSectionEndLevel()
if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
end
function PhantomManiaGame:getBackground()
return math.floor(self.level / 100)
end
function PhantomManiaGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
return PhantomManiaGame