cambridge/tetris/modes/survival_2020.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 Survival2020Game = GameMode:extend()
Survival2020Game.name = "Survival 2020"
Survival2020Game.hash = "Survival2020"
Survival2020Game.tagline = "A new time limit on the blocks! Can you handle being forced to perform under the total delay?"
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function Survival2020Game:new()
Survival2020Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
self.completed = false
self.roll_frames = 0
self.combo = 1
self.total_delay = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function Survival2020Game:getARE()
if self.level < 200 then return 12
elseif self.level < 300 then return 10
elseif self.level < 500 then return 6
elseif self.level < 1000 then return 4
elseif self.level < 1500 then return 5
else return 6 end
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end
function Survival2020Game:getLineARE()
return self:getARE()
end
function Survival2020Game:getDasLimit()
if self.level < 200 then return 9
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elseif self.level < 500 then return 7
elseif self.level < 1000 then return 5
elseif self.level < 1500 then return 4
else return 3 end
end
function Survival2020Game:getLineClearDelay()
if self.level < 300 then return 6
elseif self.level < 500 then return 4
else return 2 end
end
function Survival2020Game:getLockDelay()
if self.level < 100 then return 20
elseif self.level < 200 then return 18
elseif self.level < 300 then return 17
elseif self.level < 400 then return 15
elseif self.level < 500 then return 14
elseif self.level < 1000 then return 13
elseif self.level < 1500 then return 10
else return 8 end
end
function Survival2020Game:getTotalDelay()
if self.level < 500 then return 60
elseif self.level < 600 then return 45 -- lock delay: 13
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elseif self.level < 700 then return 36
elseif self.level < 800 then return 27
elseif self.level < 900 then return 21
elseif self.level < 1000 then return 15
elseif self.level < 1100 then return 36 -- lock delay: 10
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elseif self.level < 1200 then return 27
elseif self.level < 1300 then return 21
elseif self.level < 1400 then return 15
elseif self.level < 1500 then return 12
elseif self.level < 1600 then return 30 -- lock delay: 8
elseif self.level < 1700 then return 21
elseif self.level < 1800 then return 15
elseif self.level < 1900 then return 12
elseif self.level < 2020 then return 10
else return 30 end
end
function Survival2020Game:getGravity()
return 20
end
function Survival2020Game:getNextPiece(ruleset)
return {
skin = self.level >= 1000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
function Survival2020Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then
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self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then
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self.level = 1000
return true
end
if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then
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self.level = 1500
return true
end
return false
end
function Survival2020Game: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
if self.piece ~= nil then
self.total_delay = self.total_delay + 1
if self.total_delay >= self:getTotalDelay() then
self.piece:dropToBottom(self.grid)
self.piece.locked = true
end
end
end
return true
end
function Survival2020Game:onPieceEnter()
if not self.clear and (
(self.level < 1900 and self.level % 100 ~= 99) or
self.level == 2019
) then
self.level = self.level + 1
end
self.total_delay = 0
end
local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
function Survival2020Game: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 >= 2020 or self:hitTorikan(self.level, new_level) then
if new_level >= 2020 then
self.level = 2020
end
self.clear = true
self.grid:clear()
self.roll_frames = -150
else
self.level = math.min(new_level, 2020)
end
end
end
function Survival2020Game: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
function Survival2020Game: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(0,30) then
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self.grade = self.grade + 2
else
self.grade = self.grade + 1
end
end
end
Survival2020Game.opacityFunction = function(age)
if age > 300 then return 0
else return 1 - Math.max(age - 240, 0) / 60 end
end
function Survival2020Game:drawGrid()
if self.level < 1500 then
self.grid:draw()
else
self.grid:drawInvisible(self.opacityFunction)
end
end
local function getLetterGrade(grade)
if grade == 0 then
return "1"
elseif grade <= 9 then
return "S" .. tostring(grade)
else
return "M" .. tostring(grade - 9)
end
end
function Survival2020Game:drawScoringInfo()
Survival2020Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
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 current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
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
end
function Survival2020Game:getBackground()
return math.floor(self.level / 100)
end
function Survival2020Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
grade = self.grade,
}
end
return Survival2020Game