Refactored the "Ligne" modes. (#21)

* Added Ligne C89, now known as Marathon C89.
* Refactored all the Ligne modes to no longer use the "Ligne" name.

Ligne -> Race 40
Ligne A1 -> Marathon AX4
Ligne C89 -> Marathon C89
This commit is contained in:
Joe Zeng 2019-06-16 22:24:06 -04:00 committed by GitHub
parent 5c5ffc6887
commit 1254de15d5
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 286 additions and 65 deletions

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@ -1,13 +1,26 @@
Game modes
==========
There are several classes of game modes.
There are several classes of game modes. The modes that originate from other games are organized by suffix:
* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
* C84 - The original version from the Electronika 60.
* C88 - Sega Tetris.
* C89 - Nintendo / NES Tetris.
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
* A1 - Tetris The Grand Master (the original from 1998).
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
* A3 - Tetris The Grand Master 3 Terror-Instinct.
* AX - Tetris The Grand Master ACE (X for Xbox).
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
* GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011)
* N stands for Nullpomino, only used for Phantom Mania N.
MARATHON
--------
Modes in which the goal is to play as well as possible over a limited game interval, to ultimately achieve the title of Grand Master.
Modes in which the goal is to play as well as possible over a limited game interval.
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
@ -15,6 +28,8 @@ From other games:
* **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
SURVIVAL
@ -30,6 +45,14 @@ From other games:
* **SURVIVAL A3**: Ti Shirase.
RACE
----
Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
PHANTOM MANIA
-------------
@ -40,6 +63,7 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
OTHER MODES
-----------
@ -48,3 +72,5 @@ OTHER MODES
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?

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@ -15,14 +15,15 @@ game_modes = {
require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n',
require 'tetris.modes.ligne',
require 'tetris.modes.race_40',
require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax4',
require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3',
require 'tetris.modes.marathon_l1',
}
rulesets = {

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@ -139,9 +139,9 @@ function Piece:draw(opacity, brightness, grid, partial_das)
love.graphics.setColor(brightness, brightness, brightness, opacity)
local offsets = self:getBlockOffsets()
local gravity_offset = 0
if grid ~= nil and not self:isDropBlocked(grid) then
gravity_offset = self.gravity * 16
end
--if grid ~= nil and not self:isDropBlocked(grid) then
-- gravity_offset = self.gravity * 16
--end
if partial_das == nil then partial_das = 0 end
for index, offset in pairs(offsets) do
local x = self.position.x + offset.x

View File

@ -36,6 +36,7 @@ function GameMode:new()
self.enable_hold = false
self.enable_hard_drop = true
self.next_queue_length = 1
self.additive_gravity = true
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
@ -120,7 +121,8 @@ function GameMode:update(inputs, ruleset)
ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, self.enable_hard_drop
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity
)
local piece_dy = self.piece.position.y - piece_y

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@ -5,17 +5,15 @@ local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonL1Game = GameMode:extend()
local MarathonAX4Game = GameMode:extend()
MarathonL1Game.name = "Line Attack"
MarathonL1Game.hash = "MarathonL1"
MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
MarathonAX4Game.name = "Marathon AX4"
MarathonAX4Game.hash = "MarathonAX4"
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonL1Game:new()
MarathonL1Game.super:new()
function MarathonAX4Game:new()
MarathonAX4Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
@ -30,7 +28,7 @@ function MarathonL1Game:new()
self.next_queue_length = 3
end
function MarathonL1Game:getARE()
function MarathonAX4Game:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
@ -40,24 +38,24 @@ function MarathonL1Game:getARE()
else return 6 end
end
function MarathonL1Game:getLineARE()
function MarathonAX4Game:getLineARE()
return self:getARE()
end
function MarathonL1Game:getDasLimit()
function MarathonAX4Game:getDasLimit()
if self.lines < 20 then return 10
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function MarathonL1Game:getLineClearDelay()
function MarathonAX4Game:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 9
else return 5 end
end
function MarathonL1Game:getLockDelay()
function MarathonAX4Game:getLockDelay()
if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
@ -67,15 +65,15 @@ function MarathonL1Game:getLockDelay()
else return 13 end
end
function MarathonL1Game:getGravity()
function MarathonAX4Game:getGravity()
return 20
end
function MarathonL1Game:getSection()
function MarathonAX4Game:getSection()
return math.floor(level / 100) + 1
end
function MarathonL1Game:advanceOneFrame()
function MarathonAX4Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
@ -94,7 +92,7 @@ function MarathonL1Game:advanceOneFrame()
return true
end
function MarathonL1Game:onLineClear(cleared_row_count)
function MarathonAX4Game:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
@ -106,11 +104,11 @@ function MarathonL1Game:onLineClear(cleared_row_count)
end
end
function MarathonL1Game:getSectionTime()
function MarathonAX4Game:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
@ -119,23 +117,23 @@ function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
end
end
function MarathonL1Game:onPieceEnter()
function MarathonAX4Game:onPieceEnter()
self.section_clear = false
end
function MarathonL1Game:drawGrid(ruleset)
function MarathonAX4Game:drawGrid(ruleset)
self.grid:draw()
end
function MarathonL1Game:getHighscoreData()
function MarathonAX4Game:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonL1Game:drawScoringInfo()
MarathonL1Game.super.drawScoringInfo(self)
function MarathonAX4Game:drawScoringInfo()
MarathonAX4Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
@ -165,12 +163,12 @@ function MarathonL1Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonL1Game:getSectionEndLines()
function MarathonAX4Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonL1Game:getBackground()
function MarathonAX4Game:getBackground()
return math.floor(self.lines / 10)
end
return MarathonL1Game
return MarathonAX4Game

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@ -0,0 +1,185 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Randomizer = require 'tetris.randomizers.randomizer'
local MarathonC89Game = GameMode:extend()
MarathonC89Game.name = "Marathon C89"
MarathonC89Game.hash = "MarathonC89"
MarathonC89Game.tagline = "Can you play fast enough to reach the killscreen?"
function MarathonC89Game:new()
MarathonC89Game.super:new()
self.randomizer = Randomizer()
self.ready_frames = 1
self.waiting_frames = 72
self.start_level = 12
self.level = 12
self.lock_drop = true
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.additive_gravity = false
end
function MarathonC89Game:getDropSpeed() return 1/2 end
function MarathonC89Game:getDasLimit() return 16 end
function MarathonC89Game:getARR() return 6 end
function MarathonC89Game:getARE() return 6 end
function MarathonC89Game:getLineARE() return 6 end
function MarathonC89Game:getLineClearDelay() return 30 end
function MarathonC89Game:getLockDelay() return 0 end
function MarathonC89Game:chargeDAS(inputs)
if inputs[self.das.direction] == true and
self.prev_inputs[self.das.direction] == true and
not inputs["down"] and
self.piece ~= nil
then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.das.direction = "right"
if not inputs["down"] and self.piece ~= nil then
self.move = "right"
self.das.frames = 0
else
self.move = "none"
end
elseif inputs["left"] == true then
self.das.direction = "left"
if not inputs["down"] and self.piece ~= nil then
self.move = "left"
self.das.frames = 0
else
self.move = "none"
end
else
self.move = "none"
end
if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
then
self.das.frames = self:getDasLimit()
end
if inputs["down"] == false and self.prev_inputs["down"] == true then
self.drop_bonus = 0
end
end
local gravity_table = {
[0] =
1366/65536, 1525/65536, 1725/65536, 1986/65536, 2341/65536,
2850/65536, 3641/65536, 5042/65536, 8192/65536, 10923/65536,
13108/65536, 13108/65536, 13108/65536, 16384/65536, 16384/65536,
16384/65536, 21846/65536, 21846/65536, 21846/65536
}
function MarathonC89Game:getGravity()
if self.waiting_frames > 0 then return 0 end
if self.level >= 29 then return 1
elseif self.level >= 19 then return 1/2
else return gravity_table[self.level] end
end
function MarathonC89Game:advanceOneFrame()
if self.waiting_frames > 0 then
self.waiting_frames = self.waiting_frames - 1
else
self.frames = self.frames + 1
end
return true
end
function MarathonC89Game:onPieceLock()
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
end
local cleared_line_scores = { 40, 100, 300, 1200 }
function MarathonC89Game:getLevelForLines()
if self.start_level < 10 then
return math.max(self.start_level, math.floor(self.lines / 10))
elseif self.start_level < 16 then
return math.max(self.start_level, self.start_level + math.floor((self.lines - 100) / 10))
else
return math.max(self.start_level, math.floor((self.lines - 60) / 10))
end
end
function MarathonC89Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.score = self.score + cleared_line_scores[cleared_lines] * (self.level + 1)
self.lines = self.lines + cleared_lines
self.level = self:getLevelForLines()
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonC89Game:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function MarathonC89Game:drawScoringInfo()
MarathonC89Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonC89Game:getBackground()
return math.min(self.level, 19)
end
function MarathonC89Game:getHighscoreData()
return {
score = self.score,
level = self.level,
}
end
return MarathonC89Game

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@ -5,17 +5,15 @@ local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local LigneGame = GameMode:extend()
local Race40Game = GameMode:extend()
LigneGame.name = "Ligne"
LigneGame.hash = "Ligne"
LigneGame.tagline = "How fast can you clear 40 lines?"
Race40Game.name = "Race 40"
Race40Game.hash = "Race40"
Race40Game.tagline = "How fast can you clear 40 lines?"
function LigneGame:new()
LigneGame.super:new()
function Race40Game:new()
Race40Game.super:new()
self.lines = 0
self.line_goal = 40
@ -32,39 +30,39 @@ function LigneGame:new()
self.next_queue_length = 3
end
function LigneGame:getDropSpeed()
function Race40Game:getDropSpeed()
return 20
end
function LigneGame:getARR()
function Race40Game:getARR()
return 0
end
function LigneGame:getARE()
function Race40Game:getARE()
return 0
end
function LigneGame:getLineARE()
function Race40Game:getLineARE()
return self:getARE()
end
function LigneGame:getDasLimit()
function Race40Game:getDasLimit()
return 6
end
function LigneGame:getLineClearDelay()
function Race40Game:getLineClearDelay()
return 0
end
function LigneGame:getLockDelay()
function Race40Game:getLockDelay()
return 15
end
function LigneGame:getGravity()
function Race40Game:getGravity()
return 1/64
end
function LigneGame:advanceOneFrame()
function Race40Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
@ -77,11 +75,11 @@ function LigneGame:advanceOneFrame()
return true
end
function LigneGame:onPieceLock()
function Race40Game:onPieceLock()
self.pieces = self.pieces + 1
end
function LigneGame:onLineClear(cleared_row_count)
function Race40Game:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
if self.lines >= self.line_goal then
@ -90,22 +88,22 @@ function LigneGame:onLineClear(cleared_row_count)
end
end
function LigneGame:drawGrid(ruleset)
function Race40Game:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function LigneGame:getHighscoreData()
function Race40Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function LigneGame:drawScoringInfo()
LigneGame.super.drawScoringInfo(self)
function Race40Game:drawScoringInfo()
Race40Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
@ -124,8 +122,8 @@ function LigneGame:drawScoringInfo()
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
end
function LigneGame:getBackground()
function Race40Game:getBackground()
return 2
end
return LigneGame
return Race40Game

View File

@ -72,10 +72,17 @@ function Ruleset:movePiece(piece, grid, move)
end
end
function Ruleset:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
function Ruleset:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + drop_speed, grid)
if additive_gravity then
piece:addGravity(gravity + drop_speed, grid)
else
piece:addGravity(math.max(gravity, drop_speed), grid)
end
elseif inputs["up"] == true and hard_drop_enabled == true then
if hard_drop_locked == true or piece:isDropBlocked(grid) then
piece:addGravity(gravity, grid)
@ -127,11 +134,15 @@ function Ruleset:onPieceCreate(piece) end
function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, hard_drop_enabled
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move)
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:lockPiece(piece, grid, lock_delay)
end