v0.3-beta1: Sakura done

This commit is contained in:
Ishaan Bhardwaj 2021-01-04 18:01:29 -05:00
parent 9f52d8bf10
commit 57c7d9c4c3
2 changed files with 79 additions and 15 deletions

View File

@ -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

View File

@ -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
if self.level % 100 ~= 99 and not self.clear and self.stage_frames ~= 0 then
self.level = self.level + 1
end
function SakuraGame:onPieceLock()
if effects[self.current_map] == "mirror" and self.stage_pieces % 3 == 0 then
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