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big a3! (but its buggy??)
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d3b2b4c2d9
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513cd6ba90
@ -26,7 +26,7 @@ function ModeSelectScene:render()
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0, 0, 0,
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0.5, 0.5
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)
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-- i really wanna display taglines somehow for both modes and rules.
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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.5)
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elseif self.menu_state.select == "ruleset" then
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482
tetris/modes/big_a3.lua
Normal file
482
tetris/modes/big_a3.lua
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@ -0,0 +1,482 @@
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local MarathonA3Game = GameMode:extend()
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MarathonA3Game.name = "Big A3"
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MarathonA3Game.hash = "BigA3"
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MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs...with big minos?"
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function MarathonA3Game:new()
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MarathonA3Game.super:new()
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self.big_mode = true
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self.speed_level = 0
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.grade_points = 0
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self.roll_points = 0
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self.grade_point_decay_counter = 0
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self.section_cool_grade = 0
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self.section_status = { [0] = "none" }
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self.section_start_time = 0
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self.section_70_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.section_cool = false
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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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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 0
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self.torikan_passed = false
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end
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function MarathonA3Game:getARE()
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if self.speed_level < 700 then return 27
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elseif self.speed_level < 800 then return 18
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elseif self.speed_level < 1000 then return 14
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elseif self.speed_level < 1100 then return 8
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elseif self.speed_level < 1200 then return 7
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else return 6 end
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end
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function MarathonA3Game:getLineARE()
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if self.speed_level < 600 then return 27
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elseif self.speed_level < 700 then return 18
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elseif self.speed_level < 800 then return 14
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elseif self.speed_level < 1100 then return 8
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elseif self.speed_level < 1200 then return 7
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else return 6 end
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end
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function MarathonA3Game:getDasLimit()
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if self.speed_level < 500 then return 15
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elseif self.speed_level < 900 then return 9
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else return 7 end
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end
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function MarathonA3Game:getLineClearDelay()
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if self.speed_level < 500 then return 40
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elseif self.speed_level < 600 then return 25
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elseif self.speed_level < 700 then return 16
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elseif self.speed_level < 800 then return 12
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elseif self.speed_level < 1100 then return 6
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elseif self.speed_level < 1200 then return 5
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else return 4 end
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end
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function MarathonA3Game:getLockDelay()
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if self.speed_level < 900 then return 30
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elseif self.speed_level < 1100 then return 17
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else return 15 end
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end
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function MarathonA3Game:getGravity()
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if (self.speed_level < 30) then return 4/256
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elseif (self.speed_level < 35) then return 6/256
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elseif (self.speed_level < 40) then return 8/256
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elseif (self.speed_level < 50) then return 10/256
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elseif (self.speed_level < 60) then return 12/256
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elseif (self.speed_level < 70) then return 16/256
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elseif (self.speed_level < 80) then return 32/256
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elseif (self.speed_level < 90) then return 48/256
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elseif (self.speed_level < 100) then return 64/256
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elseif (self.speed_level < 120) then return 80/256
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elseif (self.speed_level < 140) then return 96/256
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elseif (self.speed_level < 160) then return 112/256
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elseif (self.speed_level < 170) then return 128/256
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elseif (self.speed_level < 200) then return 144/256
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elseif (self.speed_level < 220) then return 4/256
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elseif (self.speed_level < 230) then return 32/256
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elseif (self.speed_level < 233) then return 64/256
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elseif (self.speed_level < 236) then return 96/256
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elseif (self.speed_level < 239) then return 128/256
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elseif (self.speed_level < 243) then return 160/256
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elseif (self.speed_level < 247) then return 192/256
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elseif (self.speed_level < 251) then return 224/256
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elseif (self.speed_level < 300) then return 1
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elseif (self.speed_level < 330) then return 2
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elseif (self.speed_level < 360) then return 3
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elseif (self.speed_level < 400) then return 4
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elseif (self.speed_level < 420) then return 5
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elseif (self.speed_level < 450) then return 4
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elseif (self.speed_level < 500) then return 3
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else return 20
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end
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end
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function MarathonA3Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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if self.roll_frames + 1 == 0 then
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switchBGM("credit_roll", "gm3")
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end
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return false
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elseif self.roll_frames > 3238 then
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if self:qualifiesForMRoll() then
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self.roll_points = self.roll_points + 160
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else
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self.roll_points = self.roll_points + 50
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end
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switchBGM(nil)
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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function MarathonA3Game:onPieceEnter()
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if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then
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self:updateSectionTimes(self.level, self.level + 1)
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self.level = self.level + 1
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self.speed_level = self.speed_level + 1
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self.torikan_passed = self.level >= 500 and true or false
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end
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end
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local cleared_row_levels = {1, 2, 4, 6}
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function MarathonA3Game:onLineClear(cleared_row_count)
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local advanced_levels = cleared_row_levels[cleared_row_count]
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self:updateSectionTimes(self.level, self.level + advanced_levels)
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if not self.clear then
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self.level = math.min(self.level + advanced_levels, 999)
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end
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self.speed_level = self.speed_level + advanced_levels
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if self.level == 999 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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end
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if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
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self.level = 500
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self.game_over = true
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end
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end
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local cool_cutoffs = {
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frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
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frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
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}
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local regret_cutoffs = {
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frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
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frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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}
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function MarathonA3Game:updateSectionTimes(old_level, new_level)
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if self.clear then return end
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local section = math.floor(old_level / 100) + 1
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if math.floor(old_level / 100) < math.floor(new_level / 100) or
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new_level >= 999 then
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-- record new section
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
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if section_time > regret_cutoffs[section] then
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self.section_cool_grade = self.section_cool_grade - 1
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table.insert(self.section_status, "regret")
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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elseif self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
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table.insert(self.section_status, "cool")
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else
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table.insert(self.section_status, "none")
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end
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self.section_cool = false
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elseif old_level % 100 < 70 and new_level % 100 >= 70 then
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-- record section 70 time
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section_70_time = self.frames - self.section_start_time
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table.insert(self.section_70_times, section_70_time)
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if section <= 9 and self.section_status[section - 1] == "cool" and
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self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
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self.section_cool = true
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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elseif self.section_status[section - 1] == "cool" then self.section_cool = false
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elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
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self.section_cool = true
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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end
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end
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end
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function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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self:updateGrade(cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local grade_point_bonuses = {
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{10, 20, 40, 50},
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{10, 20, 30, 40},
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{10, 20, 30, 40},
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{10, 15, 30, 40},
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{10, 15, 20, 40},
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{5, 15, 20, 30},
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{5, 10, 20, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{5, 10, 15, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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{2, 12, 13, 30},
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}
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local grade_point_decays = {
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125, 80, 80, 50, 45, 45, 45,
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40, 40, 40, 40, 40, 30, 30, 30,
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20, 20, 20, 20, 20,
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15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
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10, 10
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}
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local combo_multipliers = {
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{1.0, 1.0, 1.0, 1.0},
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{1.0, 1.2, 1.4, 1.5},
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{1.0, 1.2, 1.5, 1.8},
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{1.0, 1.4, 1.6, 2.0},
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{1.0, 1.4, 1.7, 2.2},
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{1.0, 1.4, 1.8, 2.3},
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{1.0, 1.4, 1.9, 2.4},
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{1.0, 1.5, 2.0, 2.5},
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{1.0, 1.5, 2.1, 2.6},
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{1.0, 2.0, 2.5, 3.0},
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}
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local roll_points = {4, 8, 12, 26}
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local mroll_points = {10, 20, 30, 100}
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local grade_conversion = {
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[0] = 0,
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1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
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7, 8, 8, 8, 9, 9, 9, 10, 11, 12, 12,
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12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
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17
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}
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function MarathonA3Game:updateGrade(cleared_lines)
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if cleared_lines == 0 then
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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else
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if self.clear then
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if self:qualifiesForMRoll() then
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self.roll_points = self.roll_points + mroll_points[cleared_lines]
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else
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self.roll_points = self.roll_points + roll_points[cleared_lines]
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end
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else
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self.grade_points = self.grade_points + (
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math.ceil(
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grade_point_bonuses[self.grade + 1][cleared_lines] *
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combo_multipliers[math.min(self.combo, 10)][cleared_lines]
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) * (1 + math.floor(self.level / 250))
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)
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if self.grade_points >= 100 and self.grade < 31 then
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self.grade_points = 0
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self.grade = self.grade + 1
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end
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end
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end
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end
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function MarathonA3Game:qualifiesForMRoll()
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return self.grade >= 27 and self.section_cool_grade >= 9
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end
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function MarathonA3Game:getAggregateGrade()
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return self.section_cool_grade + math.floor(self.roll_points / 100) + grade_conversion[self.grade]
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end
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local master_grades = { "M", "MK", "MV", "MO", "MM" }
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function MarathonA3Game:getLetterGrade()
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local grade = self:getAggregateGrade()
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if grade < 9 then
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return tostring(9 - grade)
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elseif grade < 18 then
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return "S" .. tostring(grade - 8)
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elseif grade < 27 then
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return "M" .. tostring(grade - 17)
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elseif grade < 32 then
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return master_grades[grade - 26]
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elseif grade >= 32 and self.roll_frames < 3238 then
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return "MM"
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else
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return "GM"
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end
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end
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function MarathonA3Game:drawGrid()
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if self.clear and not (self.completed or self.game_over) then
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if self:qualifiesForMRoll() then
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self.grid:drawInvisible(self.mRollOpacityFunction)
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else
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self.grid:drawInvisible(self.rollOpacityFunction)
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end
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else
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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end
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MarathonA3Game.rollOpacityFunction = function(age)
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if age < 240 then return 1
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elseif age > 300 then return 0
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else return 1 - (age - 240) / 60 end
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end
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MarathonA3Game.mRollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function MarathonA3Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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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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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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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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section_x = 530
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section_70_x = 440
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for section, time in pairs(self.section_times) do
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if section > 0 then
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love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
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end
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end
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for section, time in pairs(self.section_70_times) do
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if section > 0 then
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love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left")
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end
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end
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local current_x
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if table.getn(self.section_times) < table.getn(self.section_70_times) then
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current_x = section_x
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else
|
||||
current_x = section_70_x
|
||||
end
|
||||
|
||||
if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
|
||||
|
||||
if(self.coolregret_timer > 0) then
|
||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||
self.coolregret_timer = self.coolregret_timer - 1
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.level >= 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
function MarathonA3Game:getHighscoreData()
|
||||
return {
|
||||
grade = self:getAggregateGrade(),
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function MarathonA3Game:getSectionEndLevel()
|
||||
if self.level >= 900 then return 999
|
||||
else return math.floor(self.level / 100 + 1) * 100 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
return MarathonA3Game
|
@ -5,6 +5,7 @@ local ARS = Ruleset:extend()
|
||||
|
||||
ARS.name = "ACE-ARS"
|
||||
ARS.hash = "ArikaACE"
|
||||
ARS.tagline = "The rotation system used in TGM ACE."
|
||||
|
||||
ARS.colourscheme = {
|
||||
I = "C",
|
||||
|
@ -5,6 +5,7 @@ local Ruleset = Object:extend()
|
||||
|
||||
Ruleset.name = ""
|
||||
Ruleset.hash = ""
|
||||
Ruleset.tagline = ""
|
||||
|
||||
-- Arika-type ruleset defaults
|
||||
Ruleset.world = false
|
||||
@ -98,7 +99,7 @@ end
|
||||
|
||||
function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
|
||||
local rot_dir = 0
|
||||
|
||||
|
||||
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
|
||||
rot_dir = 3
|
||||
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
|
||||
@ -190,7 +191,7 @@ function Ruleset:initializePiece(
|
||||
spawn_positions = self.spawn_positions
|
||||
end
|
||||
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
|
||||
|
||||
local piece = Piece(data.shape, data.orientation - 1, {
|
||||
x = spawn_positions[data.shape].x,
|
||||
y = spawn_positions[data.shape].y
|
||||
|
Loading…
Reference in New Issue
Block a user