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@ -15,7 +15,9 @@ There are several classes of game modes. The modes that originate from other gam
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* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
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* GF - Tetris Friends (2007-2019)
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* GJ - Tetris Online Japan (2005-2011)
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* N stands for Nullpomino, only used for Phantom Mania N.
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* The "N" series stands for Nullpomino, only used for Phantom Mania N.
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* The "W" series stands for "Web" games, which are fanmade games released on the web.
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* WCB - RainComplex.net's Cat Boi Quatro.
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MARATHON
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--------
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@ -23,6 +25,7 @@ MARATHON
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Modes in which the goal is to play as well as possible over a limited game interval.
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* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
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* **MARATHON WCB**: CatBoiQuatro! Can you control the pieces?
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From other games:
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* **MARATHON A1**: Tetris the Grand Master 1.
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@ -57,6 +60,14 @@ Modes with no levels, just a single timed goal.
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* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
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CREDITS
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-------
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Modes that are just the credit rolls of specific games.
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* **CREDITS A3**: Tetris the Grand Master 3's famous M-roll.
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PHANTOM MANIA
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-------------
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@ -31,6 +31,7 @@ game_modes = {
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require 'tetris.modes.survival_a3',
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require 'tetris.modes.survival_ax',
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require 'tetris.modes.survival_ax2',
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require 'tetris.modes.credits_a3',
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}
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rulesets = {
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118
tetris/modes/credits_a3.lua
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118
tetris/modes/credits_a3.lua
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@ -0,0 +1,118 @@
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require 'funcs'
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local IntervalTrainingMode = require 'tetris.modes.interval_training'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local CreditsA3Game = IntervalTrainingMode:extend()
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CreditsA3Game.name = "Credits A3"
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CreditsA3Game.hash = "CreditsA3"
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CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
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function CreditsA3Game:new()
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CreditsA3Game.super:new()
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self.section_time_limit = 3238
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self.norm = 0
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self.section = 0
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end
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function CreditsA3Game:advanceOneFrame(inputs, ruleset)
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if self.frames == 0 then
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switchBGM("credit_roll", "gm3")
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end
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if self.roll_frames > 0 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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-- reset
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self.norm = 0
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self.frames = 0
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self.grid:clear()
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switchBGM("credit_roll", "gm3")
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self:initializeOrHold(inputs, ruleset)
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else
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return false
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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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if self:getSectionTime() >= self.section_time_limit then
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self.norm = self.norm + 16
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self.piece = nil
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if self.norm >= 60 then
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self.section = self.section + 1
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self.roll_frames = 150
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else
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self.game_over = true
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end
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end
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end
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return true
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end
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function CreditsA3Game:onPieceEnter()
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-- do nothing
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end
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function CreditsA3Game:onLineClear(cleared_row_count)
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if not self.clear then
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self.norm = self.norm + (cleared_row_count == 4 and 10 or cleared_row_count)
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end
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end
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CreditsA3Game.rollOpacityFunction = 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 CreditsA3Game:drawGrid(ruleset)
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if not self.game_over and self.roll_frames < 30 then
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self.grid:drawInvisible(self.rollOpacityFunction)
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else
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self.grid:draw()
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end
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end
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function CreditsA3Game: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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st(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("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("NORM", 240, 320, 40, "left")
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self:drawSectionTimesWithSplits(self.section)
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love.graphics.setFont(font_3x5_3)
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
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if self.norm >= 44 then
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love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
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else
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love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
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end
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.norm, 240, 340, 40, "right")
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if self.game_over or self.roll_frames > 0 then
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love.graphics.printf("60", 240, 370, 40, "right")
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else
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love.graphics.printf("44", 240, 370, 40, "right")
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end
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end
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function CreditsA3Game:getBackground()
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return self.section
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end
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return CreditsA3Game
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@ -91,7 +91,7 @@ function GameMode:update(inputs, ruleset)
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if self.completed then return end
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-- advance one frame
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if self:advanceOneFrame(inputs) == false then return end
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
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@ -28,19 +28,19 @@ function IntervalTrainingGame:new()
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end
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function IntervalTrainingGame:getARE()
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return 4
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return 6
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end
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function IntervalTrainingGame:getLineARE()
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return 4
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return 6
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end
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function IntervalTrainingGame:getDasLimit()
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return 6
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return 7
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end
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function IntervalTrainingGame:getLineClearDelay()
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return 6
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return 4
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end
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function IntervalTrainingGame:getLockDelay()
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@ -130,8 +130,6 @@ function IntervalTrainingGame:drawScoringInfo()
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.level, 240, 340, 40, "right")
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
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@ -140,6 +138,7 @@ function IntervalTrainingGame:drawScoringInfo()
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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end
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