diff --git a/tetris/components/grid.lua b/tetris/components/grid.lua index 2edea61..f7b19d3 100644 --- a/tetris/components/grid.lua +++ b/tetris/components/grid.lua @@ -286,9 +286,15 @@ end function Grid:mirror() local new_grid = {} + for y = 1, 24 do + new_grid[y] = {} + for x = 1, 10 do + new_grid[y][x] = empty + end + end + for y = 1, 24 do for x = 1, 10 do - print(#self.grid) new_grid[y][x] = self.grid[y][11 - x] end end diff --git a/tetris/modes/sakura.lua b/tetris/modes/sakura.lua index 9fb965a..ec5cd04 100644 --- a/tetris/modes/sakura.lua +++ b/tetris/modes/sakura.lua @@ -7,9 +7,9 @@ local SakuraRandomizer = require 'tetris.randomizers.sakura' local SakuraGame = GameMode:extend() -SakuraGame.name = "Sakura Beta v2" -SakuraGame.hash = "SakuraBeta" -SakuraGame.tagline = "Test mode for gem blocks" +SakuraGame.name = "Sakura A3" +SakuraGame.hash = "SakuraA3" +SakuraGame.tagline = "Clear away the Gem Blocks as fast as possible!" local b = { ["r"] = { skin = "2tie", colour = "R" }, @@ -295,10 +295,42 @@ function SakuraGame:checkRequirements() end function SakuraGame:getGravity() - return 1/64 + if self.level < 8 then return 4/256 +elseif self.level < 19 then return 5/256 +elseif self.level < 35 then return 6/256 +elseif self.level < 40 then return 8/256 +elseif self.level < 50 then return 10/256 +elseif self.level < 60 then return 12/256 +elseif self.level < 70 then return 16/256 +elseif self.level < 80 then return 32/256 +elseif self.level < 90 then return 48/256 +elseif self.level < 100 then return 64/256 +elseif self.level < 108 then return 4/256 +elseif self.level < 119 then return 5/256 +elseif self.level < 125 then return 6/256 +elseif self.level < 131 then return 8/256 +elseif self.level < 139 then return 12/256 +elseif self.level < 149 then return 32/256 +elseif self.level < 156 then return 48/256 +elseif self.level < 164 then return 80/256 +elseif self.level < 174 then return 112/256 +elseif self.level < 180 then return 128/256 +elseif self.level < 200 then return 144/256 +elseif self.level < 212 then return 16/256 +elseif self.level < 221 then return 48/256 +elseif self.level < 232 then return 80/256 +elseif self.level < 244 then return 112/256 +elseif self.level < 256 then return 144/256 +elseif self.level < 267 then return 176/256 +elseif self.level < 277 then return 192/256 +elseif self.level < 287 then return 208/256 +elseif self.level < 295 then return 224/256 +elseif self.level < 300 then return 240/256 +else return 20 end end -function SakuraGame:onLineClear() +function SakuraGame:onLineClear(cleared_row_count) + self.level = self.level + cleared_row_count for i = 13, 24 do for j = 1, 10 do local block = self.grid.grid[i][j] @@ -310,13 +342,15 @@ function SakuraGame:onLineClear() end function SakuraGame:onPieceEnter() - self.stage_pieces = self.stage_pieces + 1 -end - -function SakuraGame:onPieceLock() - if effects[self.current_map] == "mirror" and self.stage_pieces % 3 == 0 then + if self.level % 100 ~= 99 and not self.clear and self.stage_frames ~= 0 then + self.level = self.level + 1 + end + if effects[self.current_map] == "mirror" and + self.stage_pieces % 3 == 0 and self.stage_pieces ~= 0 + then self.grid:mirror() end + self.stage_pieces = self.stage_pieces + 1 end function SakuraGame:advanceOneFrame(inputs, ruleset) @@ -347,6 +381,7 @@ function SakuraGame:advanceOneFrame(inputs, ruleset) self.hold_queue = nil if self.current_map > 20 or (self.stage_frames < 3600 and self.current_map <= 20) then self.maps_cleared = self.maps_cleared + 1 end self.stage_frames = -1 + self.level = 0 self.grid:clear() if (self.current_map == 20) then self.map_20_time = self.frames end if self.current_map >= 20 and self:checkRequirements() then @@ -355,6 +390,7 @@ function SakuraGame:advanceOneFrame(inputs, ruleset) return false else self.current_map = self.current_map + 1 + self.big_mode = effects[self.current_map] == "big" self.ready_frames = 100 self.stage_pieces = 0 self.grid:applyMap(maps[self.current_map]) @@ -369,6 +405,17 @@ function SakuraGame:advanceOneFrame(inputs, ruleset) self.stage_frames = self.stage_frames + 1 self.time_limit = self.time_limit - 1 if self.time_limit <= 0 then self.game_over = true end + + if self.piece ~= nil and self.frames % 30 == 0 and + effects[self.current_map] == "roll" + then + ruleset:attemptRotate( + {[config.gamesettings.world_reverse == 3 or + (ruleset.world and config.gamesettings.world_reverse == 2) + and "rotate_left" or "rotate_right"] = true}, + self.piece, self.grid, false + ) + end else self.cleared_frames = STAGE_TRANSITION_TIME if not self.prev_inputs.hold and inputs.hold then @@ -380,7 +427,7 @@ function SakuraGame:advanceOneFrame(inputs, ruleset) end local function colourXRay(game, block, x, y, age) - local r, g, b, a = .75,.75,.75 + local r, g, b, a = .5,.5,.5 if ((game.stage_frames/2 - x) % 30 < 1) or game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME @@ -388,17 +435,17 @@ local function colourXRay(game, block, x, y, age) then a = 1 else - a = 0 + a = 1 - age / 4 end return r, g, b, a, a end local function colourColor(game, block, x, y, age) - local r, g, b, a = .75,.75,.75 + local r, g, b, a = .5,.5,.5 if game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME then a = 1 else - a = (game.stage_frames/60 + (y + math.abs(x-5.5))/5) % 1 + a = (game.stage_frames/30 + (y + math.abs(x-5.5))/5) % 1 end return r, g, b, a, 0 end @@ -428,9 +475,13 @@ function SakuraGame:drawScoringInfo() love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("STAGE", 240, 120, 80, "left") love.graphics.printf("TIME LIMIT", 240, 180, 80, "left") + love.graphics.printf("LEVEL", 240, 320, 40, "left") if self.current_map <= 20 then love.graphics.printf("STAGE LIMIT", 240, 240, 100, "left") end + if effects[self.current_map] then + love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left") + end love.graphics.setFont(font_3x5_3) love.graphics.setColor( @@ -446,6 +497,8 @@ function SakuraGame:drawScoringInfo() if self.current_map <= 20 then love.graphics.printf(formatTime(3600 - self.stage_frames), 240, 260, 120, "left") end + love.graphics.printf(self.level, 240, 340, 40, "right") + love.graphics.printf(math.floor((self.level + 100) / 100) * 100, 240, 370, 40, "right") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") @@ -458,6 +511,11 @@ function SakuraGame:drawCustom() if self.ready_frames ~= 0 and not self.clear then love.graphics.setFont(font_3x5_4) love.graphics.printf("STAGE " .. self.current_map, 64, 170, 160, "center") + + love.graphics.setFont(font_3x5_3) + if effects[self.current_map] then + love.graphics.printf("EFFECT: " .. effects[self.current_map], 64, 270, 160, "center") + end end if self.cleared_frames > 0 and