cambridge/tetris/modes/sakura.lua

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
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local SakuraRandomizer = require 'tetris.randomizers.sakura'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local SakuraGame = GameMode:extend()
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SakuraGame.name = "Sakura A3"
SakuraGame.hash = "SakuraA3"
SakuraGame.tagline = "Clear away the Gem Blocks as fast as possible!"
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local b = {
["r"] = { skin = "2tie", colour = "R" },
["o"] = { skin = "2tie", colour = "O" },
["y"] = { skin = "2tie", colour = "Y" },
["g"] = { skin = "2tie", colour = "G" },
["c"] = { skin = "2tie", colour = "C" },
["b"] = { skin = "2tie", colour = "B" },
["m"] = { skin = "2tie", colour = "M" },
["R"] = { skin = "gem", colour = "R" },
["O"] = { skin = "gem", colour = "O" },
["Y"] = { skin = "gem", colour = "Y" },
["G"] = { skin = "gem", colour = "G" },
["C"] = { skin = "gem", colour = "C" },
["B"] = { skin = "gem", colour = "B" },
["M"] = { skin = "gem", colour = "M" },
}
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local effects = {
[4] = "mirror",
[8] = "xray",
[12] = "color",
[13] = "mirror",
[16] = "roll",
[23] = "big"
}
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local maps = {
[1] = {
[22] = {nil, nil, b.O, b.R, nil, nil, b.M, b.m, nil, nil},
[23] = {nil, b.G, b.c, b.c, b.c, b.c, b.c, b.c, b.Y, nil},
[24] = {nil, b.C, b.y, b.y, b.y, b.y, b.y, b.y, b.B, nil},
},
[2] = {
[20] = {nil, nil, nil, nil, b.G, b.b, b.b, b.M, nil, nil},
[21] = {nil, nil, nil, nil, b.c, b.c, b.c, b.c, nil, nil},
[22] = {nil, nil, nil, nil, nil, b.R, b.Y, b.O, nil, nil},
[23] = {nil, b.B, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil},
[24] = {nil, b.b, b.b, b.b, b.b, b.b, b.b, b.b, b.C, nil},
},
[3] = {
[20] = {nil, nil, nil, b.R, b.m, b.o, b.M, nil, nil, nil},
[21] = {nil, nil, nil, nil, b.o, b.O, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil},
[23] = {nil, b.m, b.o, b.m, b.o, b.m, b.o, b.m, b.o, nil},
[24] = {nil, b.B, b.m, b.o, b.m, b.o, b.m, b.o, b.C, nil},
},
[4] = {
[21] = {nil, nil, b.O, b.g, b.g, b.g, b.g, nil, nil, nil},
[22] = {nil, nil, nil, b.R, b.M, b.b, b.b, nil, nil, nil},
[23] = {b.G, nil, b.Y, b.g, b.g, b.g, b.g, b.g, nil, nil},
[24] = {b.b, b.C, b.b, b.b, b.b, b.b, b.b, b.b, b.B, nil},
},
[5] = {
[16] = {nil, b.B, b.c, b.y, b.c, b.G, b.c, b.y, b.C, nil},
[22] = {nil, nil, b.c, b.y, b.c, b.y, b.c, b.y, nil, nil},
[23] = {nil, b.O, b.y, b.c, b.y, b.c, b.y, b.c, b.Y, nil},
[24] = {nil, b.R, b.c, b.y, b.c, b.y, b.c, b.y, b.M, nil},
},
[6] = {
[21] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil},
[22] = {nil, nil, b.R, nil, b.b, b.y, nil, b.M, nil, nil},
[23] = {nil, nil, nil, nil, b.y, b.b, nil, nil, nil, nil},
[24] = {nil, b.G, b.y, b.b, b.C, b.y, b.b, b.y, b.B, nil},
},
[7] = {
[20] = {nil, b.C, b.G, nil, b.r, b.g, b.r, b.g, nil, nil},
[21] = {nil, nil, nil, nil, b.R, b.M, b.g, b.r, nil, nil},
[22] = {b.r, nil, nil, nil, b.r, b.g, b.O, b.Y, nil, nil},
[23] = {b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.r, nil, nil},
[24] = {b.r, b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.B, nil},
},
[8] = {
[15] = {nil, nil, nil, b.B, b.m, b.m, b.m, b.m, b.m, b.C},
[16] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m},
[17] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m},
[18] = {nil, b.Y, b.y, b.y, b.y, b.y, b.y, b.y, b.y, b.G},
[21] = {b.b, b.b, b.b, b.b, b.b, b.b, b.O, nil, nil, nil},
[22] = {b.b, nil, nil, nil, nil, nil, nil, nil, nil, nil},
[23] = {b.M, nil, nil, nil, nil, nil, nil, nil, nil, nil},
[24] = {b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.R, nil},
},
[9] = {
[18] = {nil, nil, nil, b.Y, b.m, b.m, b.m, b.m, nil, nil},
[19] = {nil, nil, nil, b.c, b.c, b.c, b.c, b.G, nil, nil},
[20] = {b.m, b.m, b.m, b.O, b.M, b.R, nil, nil, nil, nil},
[21] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil, nil},
[22] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, nil, nil},
[23] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.C, nil},
[24] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.B, nil},
},
[10] = {
[18] = {nil, nil, nil, b.C, b.g, b.g, b.B, nil, nil, nil},
[19] = {nil, nil, b.G, b.g, b.g, b.g, b.g, b.Y, nil, nil},
[20] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.g, b.O, nil},
[21] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.c, nil, b.o, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.R, b.o, b.o, nil, nil, nil},
},
[11] = {
[18] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[19] = {nil, nil, nil, nil, b.R, nil, nil, nil, nil, nil},
[20] = {nil, nil, nil, nil, b.r, b.O, nil, nil, nil, nil},
[21] = {nil, nil, nil, nil, nil, b.M, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil},
[24] = {b.C, b.g, b.g, nil, b.o, b.o, nil, b.g, b.g, b.B},
},
[12] = {
[21] = {nil, nil, nil, nil, nil, nil, nil, b.g, b.g, b.Y},
[22] = {nil, nil, b.r, b.G, b.r, nil, nil, nil, b.O, b.g},
[23] = {nil, b.r, b.C, b.r, b.B, b.r, nil, nil, nil, b.M},
[24] = {b.r, b.r, b.r, b.R, b.r, b.r, b.r, nil, nil, nil},
},
[13] = {
[20] = {b.c, nil, nil, nil, nil, nil, nil, nil, nil, b.B},
[21] = {b.c, b.c, nil, nil, nil, nil, nil, nil, b.C, b.c},
[22] = {b.c, b.c, b.c, nil, nil, nil, nil, b.G, b.c, b.c},
[23] = {b.b, b.b, b.b, b.b, nil, nil, b.Y, b.b, b.b, b.b},
[24] = {nil, b.M, b.b, b.b, b.b, b.O, b.b, b.b, b.R, nil},
},
[14] = {
[20] = {nil, nil, nil, b.y, b.r, b.y, nil, nil, nil, nil},
[21] = {b.R, nil, nil, b.Y, b.y, b.r, b.G, nil, nil, nil},
[22] = {nil, nil, nil, b.y, b.r, b.y, b.r, b.y, b.r, b.B},
[23] = {nil, nil, nil, nil, nil, nil, nil, b.O, b.y, b.r},
[24] = {nil, nil, nil, nil, nil, nil, b.M, b.y, b.r, b.C},
},
[15] = {
[17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[18] = {nil, nil, b.b, b.y, b.b, b.b, b.y, b.b, nil, nil},
[19] = {nil, nil, nil, b.y, b.b, b.b, b.y, nil, nil, nil},
[20] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.M, b.R, nil, nil, nil, nil},
[23] = {nil, nil, nil, b.G, b.y, b.y, b.C, nil, nil, nil},
[24] = {nil, nil, b.B, b.y, b.y, b.y, b.y, b.y, nil, nil},
},
[16] = {
[18] = {nil, nil, b.O, nil, nil, nil, nil, b.B, nil, nil},
[19] = {nil, nil, b.c, nil, nil, b.G, nil, b.c, nil, nil},
[20] = {nil, nil, b.c, nil, b.C, b.R, nil, b.c, nil, nil},
[21] = {nil, nil, b.c, nil, nil, nil, nil, b.c, nil, nil},
[22] = {nil, nil, b.Y, b.c, b.c, b.c, b.c, b.M, nil, nil},
},
[17] = {
[15] = {b.O, nil, nil, b.g, nil, nil, b.m, nil, nil, b.Y},
[16] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[17] = {nil, nil, nil, b.g, nil, nil, b.R, nil, nil, nil},
[18] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[19] = {nil, nil, nil, b.M, nil, nil, b.m, nil, nil, nil},
[20] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[21] = {nil, nil, nil, b.g, nil, nil, b.G, nil, nil, nil},
[22] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[23] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil},
[24] = {nil, b.m, b.m, b.m, b.B, b.C, b.g, b.g, b.g, nil},
},
[18] = {
[19] = {nil, nil, nil, b.y, b.B, b.y, b.y, nil, nil, nil},
[20] = {nil, nil, b.y, nil, nil, nil, nil, b.y, nil, nil},
[21] = {nil, b.o, nil, nil, b.C, b.R, nil, nil, b.O, nil},
[22] = {nil, b.M, nil, nil, b.Y, b.G, nil, nil, b.o, nil},
[23] = {nil, b.r, b.o, nil, nil, nil, nil, b.o, b.r, nil},
[24] = {nil, b.r, b.r, b.o, b.o, b.o, b.o, b.r, b.r, nil},
},
[19] = {
[15] = {nil, nil, nil, nil, nil, nil, b.O, nil, nil, nil},
[16] = {nil, nil, nil, nil, nil, b.o, nil, nil, nil, nil},
[17] = {nil, nil, nil, nil, b.o, b.r, b.o, nil, nil, nil},
[18] = {nil, b.o, nil, nil, b.o, b.r, b.r, b.o, nil, nil},
[19] = {nil, b.o, b.o, nil, nil, b.R, b.r, b.r, nil, nil},
[20] = {nil, nil, b.M, b.r, nil, b.r, b.r, b.r, b.r, nil},
[21] = {nil, nil, b.r, b.r, b.r, b.r, b.y, b.G, b.o, b.o},
[22] = {nil, b.r, b.o, b.y, b.Y, b.y, b.y, b.y, b.y, b.o},
[23] = {nil, b.o, b.o, b.y, b.y, b.c, b.c, b.c, b.c, b.C},
[24] = {nil, nil, b.o, b.y, b.b, b.b, b.B, b.b, b.b, b.b},
},
[20] = {
[20] = {nil, nil, b.B, b.b, b.b, b.b, b.b, b.b, nil, nil},
[21] = {b.c, nil, nil, b.C, b.c, b.c, b.c, nil, nil, b.c},
[22] = {b.g, b.g, nil, nil, b.G, b.g, nil, nil, b.g, b.g},
[23] = {b.y, b.y, b.o, nil, nil, nil, nil, b.Y, b.y, b.y},
[24] = {b.r, b.r, b.r, b.R, nil, nil, b.M, b.r, b.r, b.r},
},
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[21] = {
[16] = {nil, nil, b.g, b.g, b.g, b.g, b.g, nil, nil, nil},
[17] = {nil, b.g, b.g, b.g, b.g, b.g, b.g, b.B, b.g, nil},
[18] = {b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.C, nil},
[19] = {b.g, nil, nil, b.g, b.o, b.o, b.g, nil, nil, b.g},
[20] = {nil, b.R, nil, b.g, b.o, b.o, nil, b.M, nil, b.G},
[21] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.Y, b.O, nil, nil, nil, nil},
},
[22] = {
[15] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[16] = {nil, b.b, b.O, b.b, nil, nil, b.b, b.Y, b.b, nil},
[17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil},
[20] = {nil, nil, nil, nil, b.R, b.M, nil, nil, nil, nil},
[23] = {nil, nil, nil, b.b, b.C, b.G, b.b, nil, nil, nil},
[24] = {nil, nil, nil, b.b, b.b, b.B, b.b, nil, nil, nil},
},
[23] = {
[13] = {nil, nil, nil, nil, nil, nil, nil, nil, b.c, b.m},
[14] = {nil, nil, nil, nil, nil, nil, nil, nil, b.y, b.g},
[15] = {b.G, b.B, nil, nil, nil, nil, nil, nil, nil, nil},
[16] = {b.r, b.O, nil, nil, nil, nil, nil, nil, nil, nil},
[23] = {nil, nil, nil, nil, b.C, b.M, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, b.R, b.Y, nil, nil, nil, nil},
},
[24] = {
[20] = {b.g, b.g, b.g, b.g, b.G, nil, nil, nil, nil, nil},
[21] = {nil, nil, nil, nil, nil, b.O, b.y, b.y, b.y, b.Y},
[23] = {b.M, b.r, b.r, b.r, b.R, nil, nil, nil, nil, nil},
[24] = {nil, nil, nil, nil, nil, b.M, b.r, b.r, b.r, b.R},
},
[25] = {
[18] = {nil, nil, nil, nil, nil, b.B, nil, nil, nil, nil},
[19] = {nil, nil, nil, b.G, nil, nil, nil, b.C, nil, nil},
[20] = {nil, nil, nil, nil, nil, b.Y, nil, nil, nil, nil},
[21] = {nil, nil, nil, b.M, nil, nil, nil, b.O, nil, nil},
[22] = {nil, nil, nil, nil, nil, b.R, nil, nil, nil, nil},
},
[26] = {
[13] = {nil, nil, nil, nil, b.r, b.r, nil, nil, nil, nil},
[14] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[15] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[16] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil},
[17] = {nil, nil, nil, b.O, b.o, b.o, b.Y, nil, nil, nil},
[18] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil},
[19] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil},
[20] = {nil, nil, b.o, nil, nil, b.G, nil, b.o, nil, nil},
[21] = {nil, nil, b.o, nil, b.M, b.R, nil, b.o, nil, nil},
[22] = {nil, nil, b.o, b.b, b.b, b.b, b.B, b.o, nil, nil},
[23] = {nil, nil, b.o, b.C, b.b, b.b, b.b, b.o, nil, nil},
[24] = {nil, nil, b.o, b.o, b.o, b.o, b.o, b.o, nil, nil},
},
[27] = {
[15] = {nil, b.C, b.o, b.g, b.g, b.g, b.g, b.g, b.B, nil},
[16] = {b.g, nil, b.y, b.o, b.g, b.g, b.g, b.g, nil, b.y},
[17] = {b.g, b.g, nil, b.y, b.o, b.g, b.g, nil, b.y, b.o},
[18] = {b.g, b.g, b.g, nil, b.y, b.o, nil, b.y, b.o, b.g},
[19] = {b.g, b.g, b.g, b.o, nil, b.G, b.y, b.o, b.g, b.g},
[20] = {b.g, b.g, b.o, b.o, b.Y, nil, b.o, b.g, b.g, b.g},
[21] = {b.g, b.o, b.y, nil, b.o, b.O, nil, b.g, b.g, b.g},
[22] = {b.o, b.y, nil, b.g, b.g, b.o, b.y, nil, b.g, b.g},
[23] = {b.y, nil, b.g, b.g, b.g, b.g, b.o, b.y, nil, b.g},
[24] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.o, b.R, nil},
},
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}
local STAGE_TRANSITION_TIME = 300
function SakuraGame:new(secret_inputs)
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self.super:new()
self.randomizer = (
(
secret_inputs.rotate_left and secret_inputs.rotate_right
) and History6RollsRandomizer() or SakuraRandomizer()
)
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self.current_map = 1
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self.time_limit = 10800
self.cleared_frames = STAGE_TRANSITION_TIME
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self.stage_frames = 0
self.time_extend = 0
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self.maps_cleared = 0
self.map_20_time = 0
self.stage_pieces = 0
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self.grid:applyMap(maps[self.current_map])
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
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function SakuraGame:checkRequirements()
if self.maps_cleared >= 14 + 2 * (self.current_map - 20) and
self.map_20_time <= frameTime(8,00) - frameTime(0,30) * (self.current_map - 20)
then
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return false
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end
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return true
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end
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function SakuraGame:getGravity()
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if self.level < 8 then return 4/256
elseif self.level < 19 then return 5/256
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 < 108 then return 4/256
elseif self.level < 119 then return 5/256
elseif self.level < 125 then return 6/256
elseif self.level < 131 then return 8/256
elseif self.level < 139 then return 12/256
elseif self.level < 149 then return 32/256
elseif self.level < 156 then return 48/256
elseif self.level < 164 then return 80/256
elseif self.level < 174 then return 112/256
elseif self.level < 180 then return 128/256
elseif self.level < 200 then return 144/256
elseif self.level < 212 then return 16/256
elseif self.level < 221 then return 48/256
elseif self.level < 232 then return 80/256
elseif self.level < 244 then return 112/256
elseif self.level < 256 then return 144/256
elseif self.level < 267 then return 176/256
elseif self.level < 277 then return 192/256
elseif self.level < 287 then return 208/256
elseif self.level < 295 then return 224/256
elseif self.level < 300 then return 240/256
else return 20 end
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end
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function SakuraGame:onLineClear(cleared_row_count)
self.level = self.level + cleared_row_count
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for i = 13, 24 do
for j = 1, 10 do
local block = self.grid.grid[i][j]
if block and block.skin == "gem" and block.colour == "X" then
self.time_limit = self.time_limit + 60
end
end
end
end
function SakuraGame:onPieceEnter()
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if self.level % 100 ~= 99 and not self.clear and self.stage_frames ~= 0 then
self.level = self.level + 1
end
if effects[self.current_map] == "mirror" and
self.stage_pieces % 3 == 0 and self.stage_pieces ~= 0
then
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self.grid:mirror()
end
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self.stage_pieces = self.stage_pieces + 1
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end
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function SakuraGame:advanceOneFrame(inputs, ruleset)
if self.ready_frames == 0 then
if self.lcd > 0 then
if self.stage_frames <= frameTime(0,10) then self.time_extend = 600
elseif self.stage_frames <= frameTime(0,30) then self.time_extend = 300
else self.time_extend = 0 end
end
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if not self.grid:hasGemBlocks() or
(self.stage_frames >= 3600 and self.current_map <= 20) then
self.lcd = 0
self.are = 0
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if self.stage_frames >= 3600 then self.time_extend = 0 end
self.piece = nil
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-- transition to next map
if self.cleared_frames > 0 then
self.cleared_frames = self.cleared_frames - 1
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if self.time_extend > 0 then
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self.time_limit = self.time_limit + 3
self.time_extend = self.time_extend - 3
end
return false
end
self.hold_queue = nil
if self.current_map > 20 or (self.stage_frames < 3600 and self.current_map <= 20) then self.maps_cleared = self.maps_cleared + 1 end
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self.stage_frames = -1
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self.level = 0
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self.grid:clear()
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if (self.current_map == 20) then self.map_20_time = self.frames end
if self.current_map >= 20 and self:checkRequirements() then
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self.clear = true
self.completed = true
return false
else
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self.current_map = self.current_map + 1
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self.big_mode = effects[self.current_map] == "big"
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self.ready_frames = 100
self.stage_pieces = 0
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self.grid:applyMap(maps[self.current_map])
end
-- this is necessary to fix timer
self.frames = self.frames - 1
self.time_limit = self.time_limit + 1
end
self.frames = self.frames + 1
self.stage_frames = self.stage_frames + 1
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self.time_limit = math.max(self.time_limit - 1, 0)
if self.time_limit <= 0 and self.piece == nil then
self.game_over = true
end
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if self.piece ~= nil and
effects[self.current_map] == "roll" and
self.stage_pieces % 4 == 0
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then
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self.piece.colour = "F"
if self.stage_frames % 30 == 0 then
ruleset:attemptRotate(
{[config.gamesettings.world_reverse == 3 or
(ruleset.world and config.gamesettings.world_reverse == 2)
and "rotate_left" or "rotate_right"] = true},
self.piece, self.grid, false
)
end
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end
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else
self.cleared_frames = STAGE_TRANSITION_TIME
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if not self.prev_inputs.hold and inputs.hold then
self.hold_queue = table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
return true
end
function GameMode:onGameComplete() end
local function colourXRay(game, block, x, y, age)
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local r, g, b, a = .5,.5,.5
if ((game.stage_frames/2 - x) % 30 < 1)
or game.stage_frames == 0
or game.cleared_frames ~= STAGE_TRANSITION_TIME
or game.stage_pieces % 2 == 0
then
a = 1
else
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a = 1 - age / 4
end
return r, g, b, a, a
end
local function colourColor(game, block, x, y, age)
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local r, g, b, a = .5,.5,.5
if game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME then
a = 1
else
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a = (game.stage_frames/30 + (y + math.abs(x-5.5))/5) % 1
end
return r, g, b, a, 0
end
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function SakuraGame:drawGrid()
if effects[self.current_map] == "xray" then
self.grid:drawCustom(colourXRay, self)
elseif effects[self.current_map] == "color" then
self.grid:drawCustom(colourColor, self)
else
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self.grid:draw()
end
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece()
end
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end
function SakuraGame: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("STAGE", 240, 120, 80, "left")
love.graphics.printf("TIME LIMIT", 240, 180, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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if self.current_map <= 20 then
love.graphics.printf("STAGE LIMIT", 240, 240, 100, "left")
end
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if effects[self.current_map] then
love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left")
end
if self.used_randomizer.history then
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love.graphics.printf("RANDOM PIECES ACTIVE!", 240, 150, 200, "left")
end
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love.graphics.setFont(font_3x5_3)
love.graphics.setColor(
(self.time_limit % 4 < 2 and
self.time_limit <= frameTime(0,10) and
self.grid:hasGemBlocks() and
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self.time_limit ~= 0 and
self.ready_frames == 0) and
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{ 1, 0.3, 0.3, 1 } or
{ 1, 1, 1, 1 }
)
love.graphics.printf(formatTime(self.time_limit), 240, 200, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
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if self.current_map <= 20 then
love.graphics.printf(formatTime(3600 - self.stage_frames), 240, 260, 120, "left")
end
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love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(math.floor((self.level + 100) / 100) * 100, 240, 370, 40, "right")
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love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
love.graphics.printf(self.current_map, 290, 110, 80, "left")
end
function SakuraGame:drawCustom()
love.graphics.setColor(1, 1, 1, 1)
if self.ready_frames ~= 0 and not self.clear then
love.graphics.setFont(font_3x5_4)
love.graphics.printf("STAGE " .. self.current_map, 64, 170, 160, "center")
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love.graphics.setFont(font_3x5_3)
if effects[self.current_map] then
love.graphics.printf("EFFECT: " .. effects[self.current_map], 64, 270, 160, "center")
end
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end
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if self.cleared_frames > 0 and
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(not self.grid:hasGemBlocks() or
(self.stage_frames >= 3600 and self.current_map <= 20)) then
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love.graphics.setFont(font_3x5_2)
love.graphics.printf("TIME LIMIT", 64, 180, 160, "center")
love.graphics.printf("TIME EXTEND", 64, 240, 160, "center")
love.graphics.printf("STAGE TIME", 64, 300, 160, "center")
love.graphics.setFont(font_3x5_3)
love.graphics.printf("STAGE " .. self.current_map, 64, 100, 160, "center")
love.graphics.setColor(
self.cleared_frames % 4 < 2 and
{ 1, 1, 0.3, 1 } or
{ 1, 1, 1, 1 }
)
love.graphics.printf(formatTime(self.time_limit), 64, 200, 160, "center")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(formatTime(self.time_extend), 64, 260, 160, "center")
love.graphics.printf(formatTime(self.stage_frames), 64, 320, 160, "center")
love.graphics.setFont(font_3x5_4)
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love.graphics.printf((self.stage_frames >= 3600 and self.current_map <= 20) and "" or "CLEAR!", 64, 130, 160, "center")
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end
if self.clear then
love.graphics.setFont(font_3x5_3)
love.graphics.printf("EXCELLENT!", 64, 180, 160, "center")
love.graphics.setFont(font_3x5_2)
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if self.current_map ~= 27 then
love.graphics.printf("...but let's go\nbetter next time", 64, 220, 160, "center")
end
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end
end
function SakuraGame:getBackground()
return (self.current_map - 1) % 20
end
function SakuraGame:getHighscoreData()
return {
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maps = self.maps_cleared,
current_map = self.current_map,
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frames = self.frames,
}
end
return SakuraGame