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synced 2024-11-22 14:39:02 -06:00
Added secret grade detection for Marathon A1-A3 and Survival A1-A3
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6178b2cee9
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@ -194,6 +194,40 @@ function Grid:checkForBravo(cleared_row_count)
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return true
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end
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function Grid:checkSecretGrade()
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local sgrade = 0
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for i=23,5,-1 do
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local validLine = true
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local emptyCell = 0
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if i > 13 then
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emptyCell = 23-i
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end
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if i <= 13 then
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emptyCell = i-5
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end
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for j=0,9 do
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if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
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validLine = false
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end
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end
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if not self:isOccupied(emptyCell,i-1) then
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validLine = false
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end
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if(validLine) then
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sgrade = sgrade + 1
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else
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-- return sgrade
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end
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end
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--[[
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if(sgrade == 0) then return ""
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elseif(sgrade < 10) then return 10-sgrade
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elseif(sgrade < 19) then return "S"..(sgrade-9) end
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return "GM"
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--]]
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return sgrade
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end
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function Grid:update()
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for y = 1, 24 do
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for x = 1, 10 do
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@ -23,6 +23,11 @@ function MarathonA1Game:new()
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level500 = false,
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level999 = false
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}
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.randomizer = History4RollsRandomizer()
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@ -191,6 +196,10 @@ function MarathonA1Game:drawScoringInfo()
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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@ -202,7 +211,10 @@ function MarathonA1Game:drawScoringInfo()
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love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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@ -27,6 +27,12 @@ function MarathonA2Game:new()
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self.section_times = { [0] = 0 }
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self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = false
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@ -331,12 +337,19 @@ function MarathonA2Game:drawScoringInfo()
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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@ -30,6 +30,13 @@ function MarathonA3Game:new()
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self.section_70_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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@ -378,6 +385,10 @@ function MarathonA3Game:drawScoringInfo()
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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-- draw section time data
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current_section = math.floor(self.level / 100) + 1
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@ -411,6 +422,9 @@ function MarathonA3Game:drawScoringInfo()
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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@ -25,6 +25,12 @@ function SurvivalA1Game:new()
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level999 = false
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}
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.randomizer = History4RollsRandomizer()
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self.lock_drop = false
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@ -158,6 +164,10 @@ function SurvivalA1Game:drawScoringInfo()
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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@ -169,6 +179,9 @@ function SurvivalA1Game:drawScoringInfo()
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love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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@ -19,6 +19,12 @@ function SurvivalA2Game:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"GM"
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}
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self.lock_drop = true
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end
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@ -138,12 +144,19 @@ function SurvivalA2Game:drawScoringInfo()
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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end
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function SurvivalA2Game:getSectionEndLevel()
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@ -24,6 +24,12 @@ function SurvivalA3Game:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.SGnames = {
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
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"GM"
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}
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self.lock_drop = true
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self.enable_hold = true
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@ -207,6 +213,10 @@ function SurvivalA3Game:drawScoringInfo()
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section)
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@ -220,6 +230,9 @@ function SurvivalA3Game:drawScoringInfo()
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else
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love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
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end
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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end
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function SurvivalA3Game:getBackground()
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