From 668564ffb0aa7d43d983f47b6f9d1e0e09d34cff Mon Sep 17 00:00:00 2001 From: Ishaan Bhardwaj Date: Sat, 5 Dec 2020 16:56:12 -0500 Subject: [PATCH] Revert "big a3! (but its buggy??)" This reverts commit 513cd6ba90c27e88f655a459f584de041b2527a6. Hailey, please do not add modes. --- scene/mode_select.lua | 2 +- tetris/modes/big_a3.lua | 482 ---------------------------------- tetris/rulesets/arika_ace.lua | 1 - tetris/rulesets/ruleset.lua | 5 +- 4 files changed, 3 insertions(+), 487 deletions(-) delete mode 100644 tetris/modes/big_a3.lua diff --git a/scene/mode_select.lua b/scene/mode_select.lua index b349767..1ffe0f0 100755 --- a/scene/mode_select.lua +++ b/scene/mode_select.lua @@ -26,7 +26,7 @@ function ModeSelectScene:render() 0, 0, 0, 0.5, 0.5 ) --- i really wanna display taglines somehow for both modes and rules. + if self.menu_state.select == "mode" then love.graphics.setColor(1, 1, 1, 0.5) elseif self.menu_state.select == "ruleset" then diff --git a/tetris/modes/big_a3.lua b/tetris/modes/big_a3.lua deleted file mode 100644 index 897f68d..0000000 --- a/tetris/modes/big_a3.lua +++ /dev/null @@ -1,482 +0,0 @@ -require 'funcs' - -local GameMode = require 'tetris.modes.gamemode' -local Piece = require 'tetris.components.piece' - -local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' - -local MarathonA3Game = GameMode:extend() - -MarathonA3Game.name = "Big A3" -MarathonA3Game.hash = "BigA3" -MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs...with big minos?" - - - - -function MarathonA3Game:new() - MarathonA3Game.super:new() - - self.big_mode = true - self.speed_level = 0 - self.roll_frames = 0 - self.combo = 1 - self.grade = 0 - self.grade_points = 0 - self.roll_points = 0 - self.grade_point_decay_counter = 0 - self.section_cool_grade = 0 - self.section_status = { [0] = "none" } - self.section_start_time = 0 - self.section_70_times = { [0] = 0 } - self.section_times = { [0] = 0 } - self.section_cool = false - - self.randomizer = History6RollsRandomizer() - -self.SGnames = { - "9", "8", "7", "6", "5", "4", "3", "2", "1", - "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", - "GM" - } - - self.lock_drop = true - self.lock_hard_drop = true - self.enable_hold = true - self.next_queue_length = 3 - - self.coolregret_message = "COOL!!" - self.coolregret_timer = 0 - - self.torikan_passed = false -end - -function MarathonA3Game:getARE() - if self.speed_level < 700 then return 27 - elseif self.speed_level < 800 then return 18 - elseif self.speed_level < 1000 then return 14 - elseif self.speed_level < 1100 then return 8 - elseif self.speed_level < 1200 then return 7 - else return 6 end -end - -function MarathonA3Game:getLineARE() - if self.speed_level < 600 then return 27 - elseif self.speed_level < 700 then return 18 - elseif self.speed_level < 800 then return 14 - elseif self.speed_level < 1100 then return 8 - elseif self.speed_level < 1200 then return 7 - else return 6 end -end - -function MarathonA3Game:getDasLimit() - if self.speed_level < 500 then return 15 - elseif self.speed_level < 900 then return 9 - else return 7 end -end - -function MarathonA3Game:getLineClearDelay() - if self.speed_level < 500 then return 40 - elseif self.speed_level < 600 then return 25 - elseif self.speed_level < 700 then return 16 - elseif self.speed_level < 800 then return 12 - elseif self.speed_level < 1100 then return 6 - elseif self.speed_level < 1200 then return 5 - else return 4 end -end - -function MarathonA3Game:getLockDelay() - if self.speed_level < 900 then return 30 - elseif self.speed_level < 1100 then return 17 - else return 15 end -end - -function MarathonA3Game:getGravity() - if (self.speed_level < 30) then return 4/256 - elseif (self.speed_level < 35) then return 6/256 - elseif (self.speed_level < 40) then return 8/256 - elseif (self.speed_level < 50) then return 10/256 - elseif (self.speed_level < 60) then return 12/256 - elseif (self.speed_level < 70) then return 16/256 - elseif (self.speed_level < 80) then return 32/256 - elseif (self.speed_level < 90) then return 48/256 - elseif (self.speed_level < 100) then return 64/256 - elseif (self.speed_level < 120) then return 80/256 - elseif (self.speed_level < 140) then return 96/256 - elseif (self.speed_level < 160) then return 112/256 - elseif (self.speed_level < 170) then return 128/256 - elseif (self.speed_level < 200) then return 144/256 - elseif (self.speed_level < 220) then return 4/256 - elseif (self.speed_level < 230) then return 32/256 - elseif (self.speed_level < 233) then return 64/256 - elseif (self.speed_level < 236) then return 96/256 - elseif (self.speed_level < 239) then return 128/256 - elseif (self.speed_level < 243) then return 160/256 - elseif (self.speed_level < 247) then return 192/256 - elseif (self.speed_level < 251) then return 224/256 - elseif (self.speed_level < 300) then return 1 - elseif (self.speed_level < 330) then return 2 - elseif (self.speed_level < 360) then return 3 - elseif (self.speed_level < 400) then return 4 - elseif (self.speed_level < 420) then return 5 - elseif (self.speed_level < 450) then return 4 - elseif (self.speed_level < 500) then return 3 - else return 20 - end -end - -function MarathonA3Game:advanceOneFrame() - if self.clear then - self.roll_frames = self.roll_frames + 1 - if self.roll_frames < 0 then - if self.roll_frames + 1 == 0 then - switchBGM("credit_roll", "gm3") - end - return false - elseif self.roll_frames > 3238 then - if self:qualifiesForMRoll() then - self.roll_points = self.roll_points + 160 - else - self.roll_points = self.roll_points + 50 - end - switchBGM(nil) - self.completed = true - end - elseif self.ready_frames == 0 then - self.frames = self.frames + 1 - end - return true -end - -function MarathonA3Game:onPieceEnter() - if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then - self:updateSectionTimes(self.level, self.level + 1) - self.level = self.level + 1 - self.speed_level = self.speed_level + 1 - self.torikan_passed = self.level >= 500 and true or false - end -end - -local cleared_row_levels = {1, 2, 4, 6} - -function MarathonA3Game:onLineClear(cleared_row_count) - local advanced_levels = cleared_row_levels[cleared_row_count] - self:updateSectionTimes(self.level, self.level + advanced_levels) - if not self.clear then - self.level = math.min(self.level + advanced_levels, 999) - end - self.speed_level = self.speed_level + advanced_levels - if self.level == 999 and not self.clear then - self.clear = true - self.grid:clear() - self.roll_frames = -150 - end - if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then - self.level = 500 - self.game_over = true - end -end - -local cool_cutoffs = { - frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45), - frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38), -} - -local regret_cutoffs = { - frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60), - frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), -} - -function MarathonA3Game:updateSectionTimes(old_level, new_level) - if self.clear then return end - local section = math.floor(old_level / 100) + 1 - if math.floor(old_level / 100) < math.floor(new_level / 100) or - new_level >= 999 then - -- record new section - section_time = self.frames - self.section_start_time - table.insert(self.section_times, section_time) - self.section_start_time = self.frames - - self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level - - if section_time > regret_cutoffs[section] then - self.section_cool_grade = self.section_cool_grade - 1 - table.insert(self.section_status, "regret") - self.coolregret_message = "REGRET!!" - self.coolregret_timer = 300 - elseif self.section_cool then - self.section_cool_grade = self.section_cool_grade + 1 - table.insert(self.section_status, "cool") - else - table.insert(self.section_status, "none") - end - - self.section_cool = false - elseif old_level % 100 < 70 and new_level % 100 >= 70 then - -- record section 70 time - section_70_time = self.frames - self.section_start_time - table.insert(self.section_70_times, section_70_time) - - if section <= 9 and self.section_status[section - 1] == "cool" and - self.section_70_times[section] < self.section_70_times[section - 1] + 120 then - self.section_cool = true - self.coolregret_message = "COOL!!" - self.coolregret_timer = 300 - elseif self.section_status[section - 1] == "cool" then self.section_cool = false - elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then - self.section_cool = true - self.coolregret_message = "COOL!!" - self.coolregret_timer = 300 - end - end -end - -function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines) - self:updateGrade(cleared_lines) - if not self.clear then - 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 - ) - else - self.combo = 1 - end - self.drop_bonus = 0 - end -end - -local grade_point_bonuses = { - {10, 20, 40, 50}, - {10, 20, 30, 40}, - {10, 20, 30, 40}, - {10, 15, 30, 40}, - {10, 15, 20, 40}, - {5, 15, 20, 30}, - {5, 10, 20, 30}, - {5, 10, 15, 30}, - {5, 10, 15, 30}, - {5, 10, 15, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, - {2, 12, 13, 30}, -} - -local grade_point_decays = { - 125, 80, 80, 50, 45, 45, 45, - 40, 40, 40, 40, 40, 30, 30, 30, - 20, 20, 20, 20, 20, - 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, - 10, 10 -} - -local combo_multipliers = { - {1.0, 1.0, 1.0, 1.0}, - {1.0, 1.2, 1.4, 1.5}, - {1.0, 1.2, 1.5, 1.8}, - {1.0, 1.4, 1.6, 2.0}, - {1.0, 1.4, 1.7, 2.2}, - {1.0, 1.4, 1.8, 2.3}, - {1.0, 1.4, 1.9, 2.4}, - {1.0, 1.5, 2.0, 2.5}, - {1.0, 1.5, 2.1, 2.6}, - {1.0, 2.0, 2.5, 3.0}, -} - -local roll_points = {4, 8, 12, 26} -local mroll_points = {10, 20, 30, 100} - -local grade_conversion = { - [0] = 0, - 1, 2, 3, 4, 5, 5, 6, 6, 7, 7, - 7, 8, 8, 8, 9, 9, 9, 10, 11, 12, 12, - 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, - 17 -} - -function MarathonA3Game:updateGrade(cleared_lines) - if cleared_lines == 0 then - self.grade_point_decay_counter = self.grade_point_decay_counter + 1 - if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then - self.grade_point_decay_counter = 0 - self.grade_points = math.max(0, self.grade_points - 1) - end - else - if self.clear then - if self:qualifiesForMRoll() then - self.roll_points = self.roll_points + mroll_points[cleared_lines] - else - self.roll_points = self.roll_points + roll_points[cleared_lines] - end - else - self.grade_points = self.grade_points + ( - math.ceil( - grade_point_bonuses[self.grade + 1][cleared_lines] * - combo_multipliers[math.min(self.combo, 10)][cleared_lines] - ) * (1 + math.floor(self.level / 250)) - ) - if self.grade_points >= 100 and self.grade < 31 then - self.grade_points = 0 - self.grade = self.grade + 1 - end - end - end -end - -function MarathonA3Game:qualifiesForMRoll() - return self.grade >= 27 and self.section_cool_grade >= 9 -end - -function MarathonA3Game:getAggregateGrade() - return self.section_cool_grade + math.floor(self.roll_points / 100) + grade_conversion[self.grade] -end - -local master_grades = { "M", "MK", "MV", "MO", "MM" } - -function MarathonA3Game:getLetterGrade() - local grade = self:getAggregateGrade() - if grade < 9 then - return tostring(9 - grade) - elseif grade < 18 then - return "S" .. tostring(grade - 8) - elseif grade < 27 then - return "M" .. tostring(grade - 17) - elseif grade < 32 then - return master_grades[grade - 26] - elseif grade >= 32 and self.roll_frames < 3238 then - return "MM" - else - return "GM" - end -end - -function MarathonA3Game:drawGrid() - if self.clear and not (self.completed or self.game_over) then - if self:qualifiesForMRoll() then - self.grid:drawInvisible(self.mRollOpacityFunction) - else - self.grid:drawInvisible(self.rollOpacityFunction) - end - else - self.grid:draw() - if self.piece ~= nil and self.level < 100 then - self:drawGhostPiece(ruleset) - end - end -end - -MarathonA3Game.rollOpacityFunction = function(age) - if age < 240 then return 1 - elseif age > 300 then return 0 - else return 1 - (age - 240) / 60 end -end - -MarathonA3Game.mRollOpacityFunction = function(age) - if age > 4 then return 0 - else return 1 - age / 4 end -end - -function MarathonA3Game:drawScoringInfo() - 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("LEVEL", 240, 320, 40, "left") - local sg = self.grid:checkSecretGrade() - if sg >= 5 then - love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") - end - - -- draw section time data - current_section = math.floor(self.level / 100) + 1 - - section_x = 530 - section_70_x = 440 - - for section, time in pairs(self.section_times) do - if section > 0 then - love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") - end - end - - for section, time in pairs(self.section_70_times) do - if section > 0 then - love.graphics.printf(formatTime(time), section_70_x, 40 + 20 * section, 90, "left") - end - end - - local current_x - if table.getn(self.section_times) < table.getn(self.section_70_times) then - current_x = section_x - 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 diff --git a/tetris/rulesets/arika_ace.lua b/tetris/rulesets/arika_ace.lua index 2d2975f..ee5e602 100755 --- a/tetris/rulesets/arika_ace.lua +++ b/tetris/rulesets/arika_ace.lua @@ -5,7 +5,6 @@ local ARS = Ruleset:extend() ARS.name = "ACE-ARS" ARS.hash = "ArikaACE" -ARS.tagline = "The rotation system used in TGM ACE." ARS.colourscheme = { I = "C", diff --git a/tetris/rulesets/ruleset.lua b/tetris/rulesets/ruleset.lua index ff09111..ccd1220 100644 --- a/tetris/rulesets/ruleset.lua +++ b/tetris/rulesets/ruleset.lua @@ -5,7 +5,6 @@ local Ruleset = Object:extend() Ruleset.name = "" Ruleset.hash = "" -Ruleset.tagline = "" -- Arika-type ruleset defaults Ruleset.world = false @@ -99,7 +98,7 @@ 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 @@ -191,7 +190,7 @@ 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