cambridge/tetris/modes/scoredrain.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_35bag'
local ScoreDrainGame = GameMode:extend()
ScoreDrainGame.name = "Score Drain"
ScoreDrainGame.hash = "ScoreDrain"
ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
function ScoreDrainGame:new()
self.super:new()
self.score = 2500
self.drain_rate = 50
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
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self.enable_hold = true
self.next_queue_length = 3
end
function ScoreDrainGame:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
elseif self.level < 1000 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
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end
function ScoreDrainGame:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
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end
function ScoreDrainGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
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end
function ScoreDrainGame:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
elseif self.level < 1100 then return 6
elseif self.level < 1200 then return 5
else return 4 end
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end
function ScoreDrainGame:getLockDelay()
if self.level < 900 then return 30
elseif self.level < 1100 then return 17
else return 15 end
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end
function ScoreDrainGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
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end
function ScoreDrainGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.score = math.max(0, self.score - self.drain_rate / 60)
self.game_over = self.score <= 0 and true or false
end
return true
end
function ScoreDrainGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
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end
local cleared_row_levels = {1, 2, 4, 6}
function ScoreDrainGame:onLineClear(cleared_row_count)
local new_level = self.level + cleared_row_levels[cleared_row_count]
self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
self.level = new_level
end
function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
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
self.drop_bonus = 0
end
function ScoreDrainGame:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function ScoreDrainGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("DRAIN RATE", 240, 90, 80, "left")
love.graphics.printf("SCORE", 240, 170, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
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local frames_left = self.score / self.drain_rate * 60
if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(math.floor(self.score), 240, 190, 90, "left")
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function ScoreDrainGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function ScoreDrainGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function ScoreDrainGame:getBackground()
return math.floor(self.level / 100)
end
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return ScoreDrainGame