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synced 2024-11-22 12:19:02 -06:00
Added drop bonuses and fixed some of the delays.
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@ -114,27 +114,34 @@ function GameMode:update(inputs, ruleset)
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self.hard_drop_locked = false
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end
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local piece_y = self.piece.position.y
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ruleset:processPiece(
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inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
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self.move, self:getLockDelay(), self:getDropSpeed(),
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self.drop_locked, self.hard_drop_locked, self.enable_hard_drop
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)
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local piece_dy = self.piece.position.y - piece_y
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if inputs["up"] == true and
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self.piece:isDropBlocked(self.grid) and
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not self.hard_drop_locked and
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self.instant_hard_drop
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then
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not self.hard_drop_locked then
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self:onHardDrop(piece_dy)
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if self.instant_hard_drop then
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self.piece.locked = true
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end
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end
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if inputs["down"] == true and
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self.piece:isDropBlocked(self.grid) and
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if inputs["down"] == true then
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self:onSoftDrop(piece_dy)
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if self.piece:isDropBlocked(self.grid) and
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not self.drop_locked and
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self.instant_soft_drop
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then
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self.piece.locked = true
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end
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end
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if self.piece.locked == true then
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self.grid:applyPiece(self.piece)
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@ -189,6 +196,14 @@ function GameMode:onLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
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function GameMode:onHold() end
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function GameMode:onSoftDrop(dropped_row_count)
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self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
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end
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function GameMode:onHardDrop(dropped_row_count)
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self.drop_bonus = self.drop_bonus + 2 * dropped_row_count
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end
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function GameMode:onGameOver()
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switchBGM(nil)
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end
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@ -374,7 +389,8 @@ function GameMode:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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st(self.prev_inputs) ..
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self.drop_bonus
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)
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love.graphics.setFont(font_8x11)
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@ -12,7 +12,7 @@ MarathonA1Game.hash = "MarathonA1"
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MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
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MarathonA1Game.arr = 1
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MarathonA1Game.drop_speed = 1
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function MarathonA1Game:getDropSpeed() return 0.2 end
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function MarathonA1Game:new()
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MarathonA1Game.super:new()
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@ -34,11 +34,11 @@ function MarathonA1Game:new()
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end
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function MarathonA1Game:getARE()
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return 25
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return 30
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end
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function MarathonA1Game:getLineARE()
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return 25
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return 27
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end
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function MarathonA1Game:getDasLimit()
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@ -46,7 +46,7 @@ function MarathonA1Game:getDasLimit()
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end
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function MarathonA1Game:getLineClearDelay()
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return 40
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return 44
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end
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function MarathonA1Game:getLockDelay()
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@ -35,16 +35,16 @@ function MarathonA2Game:new()
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end
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function MarathonA2Game:getARE()
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if self.level < 700 then return 25
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elseif self.level < 800 then return 16
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else return 12 end
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if self.level < 700 then return 28
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elseif self.level < 800 then return 19
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else return 15 end
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end
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function MarathonA2Game:getLineARE()
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if self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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else return 6 end
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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else return 8 end
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end
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function MarathonA2Game:getDasLimit()
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@ -54,11 +54,11 @@ function MarathonA2Game:getDasLimit()
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end
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function MarathonA2Game:getLineClearDelay()
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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else return 6 end
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if self.level < 500 then return 41
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elseif self.level < 600 then return 26
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elseif self.level < 700 then return 17
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elseif self.level < 800 then return 13
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else return 7 end
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end
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function MarathonA2Game:getLockDelay()
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@ -33,23 +33,23 @@ function SurvivalA1Game:new()
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self.next_queue_length = 1
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end
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function SurvivalA1Game:getARE()
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return 25
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function MarathonA1Game:getARE()
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return 30
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end
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function SurvivalA1Game:getLineARE()
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return 25
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function MarathonA1Game:getLineARE()
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return 27
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end
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function SurvivalA1Game:getDasLimit()
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function MarathonA1Game:getDasLimit()
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return 15
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end
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function SurvivalA1Game:getLineClearDelay()
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return 40
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function MarathonA1Game:getLineClearDelay()
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return 44
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end
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function SurvivalA1Game:getLockDelay()
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function MarathonA1Game:getLockDelay()
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return 30
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end
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