From 33934bfb53fb7eebc0e2d74581bb61dee4aa6837 Mon Sep 17 00:00:00 2001 From: Ishaan Bhardwaj Date: Sun, 20 Jun 2021 15:20:09 -0400 Subject: [PATCH] Fixed some redundancies in the piece class and Survival A1 --- tetris/components/piece.lua | 2 +- tetris/modes/survival_a1.lua | 205 +---------------------------------- 2 files changed, 4 insertions(+), 203 deletions(-) diff --git a/tetris/components/piece.lua b/tetris/components/piece.lua index cfde50e..9be8743 100644 --- a/tetris/components/piece.lua +++ b/tetris/components/piece.lua @@ -122,7 +122,7 @@ function Piece:addGravity(gravity, grid, classic_lock) local new_gravity = self.gravity + gravity if self:isDropBlocked(grid) then if classic_lock then - self.gravity = math.min(1, new_gravity) + self.gravity = new_gravity else self.gravity = 0 self.lock_delay = self.lock_delay + 1 diff --git a/tetris/modes/survival_a1.lua b/tetris/modes/survival_a1.lua index 4a6ee2d..1c3d150 100644 --- a/tetris/modes/survival_a1.lua +++ b/tetris/modes/survival_a1.lua @@ -1,217 +1,18 @@ require 'funcs' -local GameMode = require 'tetris.modes.gamemode' +local MarathonA1Game = require 'tetris.modes.marathon_a1' local Piece = require 'tetris.components.piece' local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls' -local SurvivalA1Game = GameMode:extend() +local SurvivalA1Game = MarathonA1Game:extend() SurvivalA1Game.name = "Survival A1" SurvivalA1Game.hash = "SurvivalA1" -SurvivalA1Game.tagline = "The game starts fast and only gets faster!" - - - - -function SurvivalA1Game:new() - SurvivalA1Game.super:new() - - self.roll_frames = 0 - self.combo = 1 - self.bravos = 0 - - self.gm_conditions = { - level300 = false, - level500 = false, - level999 = false - } - - self.SGnames = { - "9", "8", "7", "6", "5", "4", "3", "2", "1", - "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", - "GM" - } - - self.randomizer = History4RollsRandomizer() - - self.lock_drop = false - self.enable_hard_drop = false - self.enable_hold = false - self.next_queue_length = 1 -end - -function SurvivalA1Game:getARE() - return 30 -end - -function SurvivalA1Game:getLineARE() - return 27 -end - -function SurvivalA1Game:getDasLimit() - return 15 -end - -function SurvivalA1Game:getLineClearDelay() - return 44 -end - -function SurvivalA1Game:getLockDelay() - return 30 -end +SurvivalA1Game.tagline = "A constant high-speed marathon!" function SurvivalA1Game:getGravity() return 20 end -local function getRankForScore(score) - if score < 400 then return {rank = "9", next = 400} - elseif score < 800 then return {rank = "8", next = 800} - elseif score < 1400 then return {rank = "7", next = 1400} - elseif score < 2000 then return {rank = "6", next = 2000} - elseif score < 3500 then return {rank = "5", next = 3500} - elseif score < 5500 then return {rank = "4", next = 5500} - elseif score < 8000 then return {rank = "3", next = 8000} - elseif score < 12000 then return {rank = "2", next = 12000} - elseif score < 16000 then return {rank = "1", next = 16000} - elseif score < 22000 then return {rank = "S1", next = 22000} - elseif score < 30000 then return {rank = "S2", next = 30000} - elseif score < 40000 then return {rank = "S3", next = 40000} - elseif score < 52000 then return {rank = "S4", next = 52000} - elseif score < 66000 then return {rank = "S5", next = 66000} - elseif score < 82000 then return {rank = "S6", next = 82000} - elseif score < 100000 then return {rank = "S7", next = 100000} - elseif score < 120000 then return {rank = "S8", next = 120000} - else return {rank = "S9", next = "???"} - end -end - -function SurvivalA1Game:advanceOneFrame() - if self.clear then - self.roll_frames = self.roll_frames + 1 - if self.roll_frames > 2968 then - self.completed = true - end - elseif self.ready_frames == 0 then - self.frames = self.frames + 1 - end - return true -end - -function SurvivalA1Game:onPieceEnter() - if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then - self.level = self.level + 1 - end -end - -function SurvivalA1Game:onLineClear(cleared_row_count) - self:checkGMRequirements(self.level, self.level + cleared_row_count) - if not self.clear then - local new_level = math.min(self.level + cleared_row_count, 999) - if new_level == 999 then - self.clear = true - end - self.level = new_level - end -end - -function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines) - if not self.clear then - if self.grid:checkForBravo(cleared_lines) then - self.bravo = 4 - self.bravos = self.bravos + 1 - else self.bravo = 1 end - 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 * self.bravo - ) - else - self.combo = 1 - end - self.drop_bonus = 0 - end -end - -function SurvivalA1Game:checkGMRequirements(old_level, new_level) - if old_level < 300 and new_level >= 300 then - if self.score >= 12000 and self.frames <= frameTime(4,15) then - self.gm_conditions["level300"] = true - end - elseif old_level < 500 and new_level >= 500 then - if self.score >= 40000 and self.frames <= frameTime(7,30) then - self.gm_conditions["level500"] = true - end - elseif old_level < 999 and new_level >= 999 then - if self.score >= 126000 and self.frames <= frameTime(13,30) then - self.gm_conditions["level999"] = true - end - end -end - -function SurvivalA1Game:drawGrid() - self.grid:draw() -end - -function SurvivalA1Game:drawScoringInfo() - SurvivalA1Game.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 .. " " .. - strTrueValues(self.prev_inputs) - ) - love.graphics.printf("NEXT", 64, 40, 40, "left") - love.graphics.printf("GRADE", 240, 120, 40, "left") - love.graphics.printf("SCORE", 240, 200, 40, "left") - love.graphics.printf("NEXT RANK", 240, 260, 90, "left") - love.graphics.printf("LEVEL", 240, 320, 40, "left") - local sg = self.grid:checkSecretGrade() - if sg >= 5 then - love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") - end - - if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end - - love.graphics.setFont(font_3x5_3) - love.graphics.printf(self.score, 240, 220, 90, "left") - if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then - love.graphics.printf("GM", 240, 140, 90, "left") - else - love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left") - end - love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left") - love.graphics.printf(self.level, 240, 340, 40, "right") - love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") - if sg >= 5 then - love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left") - end - if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end - - love.graphics.setFont(font_8x11) - love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") -end - -function SurvivalA1Game:getSectionEndLevel() - if self.level >= 900 then return 999 - else return math.floor(self.level / 100 + 1) * 100 end -end - -function SurvivalA1Game:getBackground() - return math.floor(self.level / 100) -end - -function SurvivalA1Game:getHighscoreData() - return { - grade = self.grade, - score = self.score, - level = self.level, - frames = self.frames, - } -end - return SurvivalA1Game