cambridge/tetris/modes/survival_ax.lua

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
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local SurvivalAXGame = GameMode:extend()
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SurvivalAXGame.name = "Survival AX"
SurvivalAXGame.hash = "SurvivalAX"
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function SurvivalAXGame:new()
SurvivalAXGame.super:new()
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self.roll_frames = 0
self.randomizer = Bag7NoSZOStartRandomizer()
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self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.lock_hard_drop = true
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self.enable_hold = true
self.next_queue_length = 3
end
function SurvivalAXGame:getARE()
if self.lines < 10 then return 18
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elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function SurvivalAXGame:getLineARE()
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return self:getARE()
end
function SurvivalAXGame:getDasLimit()
if self.lines < 20 then return 10
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elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function SurvivalAXGame:getLineClearDelay()
if self.lines < 10 then return 14
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elseif self.lines < 30 then return 9
else return 5 end
end
function SurvivalAXGame:getLockDelay()
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if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
elseif self.lines < 40 then return 20
elseif self.lines < 50 then return 18
elseif self.lines < 70 then return 14
else return 13 end
end
function SurvivalAXGame:getGravity()
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return 20
end
function SurvivalAXGame:getSection()
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return math.floor(level / 100) + 1
end
function SurvivalAXGame:advanceOneFrame()
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if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function SurvivalAXGame:onLineClear(cleared_row_count)
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if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150)
if self.lines == 150 then
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self.grid:clear()
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self.clear = true
self.roll_frames = -150
end
end
end
function SurvivalAXGame:getSectionTime()
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return self.frames - self.section_start_time
end
function SurvivalAXGame:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function SurvivalAXGame:onPieceEnter()
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self.section_clear = false
end
function SurvivalAXGame:drawGrid(ruleset)
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self.grid:draw()
end
function SurvivalAXGame:getHighscoreData()
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return {
lines = self.lines,
frames = self.frames,
}
end
function SurvivalAXGame:drawScoringInfo()
SurvivalAXGame.super.drawScoringInfo(self)
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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)
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)
love.graphics.printf("NEXT", 64, 40, 40, "left")
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if self.lines < 150 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
end
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if self.lines < 150 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
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love.graphics.setColor(1, 1, 1, 1)
end
function SurvivalAXGame:getSectionEndLines()
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return math.floor(self.lines / 10 + 1) * 10
end
function SurvivalAXGame:getBackground()
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return math.floor(self.lines / 10)
end
return SurvivalAXGame