cambridge/tetris/modes/survival_a3.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 SurvivalA3Game = GameMode:extend()
SurvivalA3Game.name = "Survival A3"
SurvivalA3Game.hash = "SurvivalA3"
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
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function SurvivalA3Game:new()
SurvivalA3Game.super:new()
self.grade = 0
self.garbage = 0
self.clear = false
self.completed = false
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
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.lock_drop = true
self.lock_hard_drop = true
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self.enable_hold = true
self.next_queue_length = 3
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self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
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end
function SurvivalA3Game:initialize(ruleset)
self.torikan_time = frameTime(2,28)
if ruleset.world then self.torikan_time = frameTime(3,03) end
GameMode.initialize(self, ruleset)
end
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function SurvivalA3Game:getARE()
if self.level < 300 then return 12
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else return 6 end
end
function SurvivalA3Game:getLineARE()
if self.level < 100 then return 8
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elseif self.level < 200 then return 7
elseif self.level < 500 then return 6
elseif self.level < 1300 then return 5
else return 6 end
end
function SurvivalA3Game:getDasLimit()
if self.level < 100 then return 9
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elseif self.level < 500 then return 7
else return 5 end
end
function SurvivalA3Game:getLineClearDelay()
if self.level < 1300 then return self:getLineARE() - 2
else return 6 end
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end
function SurvivalA3Game:getLockDelay()
if self.level < 200 then return 18
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elseif self.level < 300 then return 17
elseif self.level < 500 then return 15
elseif self.level < 600 then return 13
elseif self.level < 1100 then return 12
elseif self.level < 1200 then return 10
elseif self.level < 1300 then return 8
else return 15 end
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end
function SurvivalA3Game:getGravity()
return 20
end
function SurvivalA3Game:getGarbageLimit()
if self.level < 600 then return 20
elseif self.level < 700 then return 18
elseif self.level < 800 then return 10
elseif self.level < 900 then return 9
else return 8 end
end
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function SurvivalA3Game:getSkin()
return self.level >= 1000 and "bone" or "2tie"
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end
function SurvivalA3Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > self.torikan_time then
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self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > self.torikan_time*2 then
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self.level = 1000
return true
end
return false
end
function SurvivalA3Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3")
return true
end
return false
elseif self.roll_frames > 3238 then
switchBGM(nil)
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function SurvivalA3Game:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
function SurvivalA3Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
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if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.big_mode = true
self.roll_frames = -150
else
self.game_over = true
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end
else
self.level = math.min(new_level, 1300)
end
self:advanceBottomRow(-cleared_row_count)
end
end
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
function SurvivalA3Game: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
self.drop_bonus = 0
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end
end
function SurvivalA3Game:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
local section = math.floor(old_level / 100) + 1
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= frameTime(1,00) then
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self.grade = self.grade + 1
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else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
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end
end
end
function SurvivalA3Game:advanceBottomRow(dx)
if self.level >= 500 and self.level < 1000 then
self.garbage = math.max(self.garbage + dx, 0)
if self.garbage >= self:getGarbageLimit() then
self.grid:copyBottomRow()
self.garbage = 0
end
end
end
function SurvivalA3Game:drawGrid()
self.grid:draw()
end
local function getLetterGrade(grade)
if grade == 0 then
return "1"
else
return "S" .. tostring(grade)
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end
end
function SurvivalA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
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)
love.graphics.printf("GRADE", text_x, 120, 40, "left")
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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if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
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local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level >= 1300 then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
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end
function SurvivalA3Game:getBackground()
return math.floor(self.level / 100)
end
function SurvivalA3Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
grade = self.grade,
}
end
return SurvivalA3Game