From 8810f24e7a35638b4f61288f2ea62b45ac4fbc1f Mon Sep 17 00:00:00 2001 From: Ishaan Bhardwaj Date: Fri, 23 Oct 2020 21:02:27 -0400 Subject: [PATCH] v0.1.8, SHIRASE-CK ADDEDgit add scene/mode_select.lua tetris/modes/ck.lua ! --- scene/mode_select.lua | 1 + tetris/modes/ck.lua | 326 ++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 327 insertions(+) create mode 100644 tetris/modes/ck.lua diff --git a/scene/mode_select.lua b/scene/mode_select.lua index cbf6897..54ded09 100755 --- a/scene/mode_select.lua +++ b/scene/mode_select.lua @@ -8,6 +8,7 @@ current_ruleset = 1 game_modes = { require 'tetris.modes.marathon_2020', require 'tetris.modes.survival_2020', + require 'tetris.modes.ck', --require 'tetris.modes.strategy', --require 'tetris.modes.interval_training', --require 'tetris.modes.pacer_test', diff --git a/tetris/modes/ck.lua b/tetris/modes/ck.lua new file mode 100644 index 0000000..31ae249 --- /dev/null +++ b/tetris/modes/ck.lua @@ -0,0 +1,326 @@ +require 'funcs' + +local GameMode = require 'tetris.modes.gamemode' +local Piece = require 'tetris.components.piece' + +local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' + +local SurvivalCKGame = GameMode:extend() + +SurvivalCKGame.name = "Survival CK" +SurvivalCKGame.hash = "SurvivalCK" +SurvivalCKGame.tagline = "An endurance mode created by CylinderKnot! Watch out for the fading pieces..." + +function SurvivalCKGame:new() + SurvivalCKGame.super:new() + + self.garbage = 0 + self.roll_frames = 0 + self.combo = 1 + self.grade = 0 + self.level = 99 + self.frames = 55 * 60 + + self.randomizer = History6RollsRandomizer() + + self.enable_hold = true + self.next_queue_length = 3 + + self.coolregret_timer = 0 +end + +function SurvivalCKGame:getARE() + if self.level < 100 then return 15 + elseif self.level < 200 then return 14 + elseif self.level < 300 then return 13 + elseif self.level < 400 then return 12 + elseif self.level < 500 then return 11 + elseif self.level < 600 then return 10 + elseif self.level < 700 then return 9 + elseif self.level < 800 then return 8 + elseif self.level < 900 then return 7 + elseif self.level < 1000 then return 6 + elseif self.level < 2500 then return 5 + else return 7 end +end + + +function SurvivalCKGame:getLineARE() + return SurvivalCKGame:getARE() +end + +function SurvivalCKGame:getDasLimit() + if self.level < 700 then return 10 + elseif self.level < 900 then return 9 + elseif self.level < 1100 then return 8 + elseif self.level < 1300 then return 7 + elseif self.level < 1600 then return 6 + else return 5 end +end + +function SurvivalCKGame:getLineClearDelay() + if self.level < 100 then return 10 + elseif self.level < 200 then return 8 + elseif self.level < 300 then return 7 + elseif self.level < 400 then return 6 + else return 5 end +end + +function SurvivalCKGame:getLockDelay() + if self.level < 600 then return 20 + elseif self.level < 700 then return 19 + elseif self.level < 800 then return 18 + elseif self.level < 900 then return 17 + elseif self.level < 1000 then return 16 + elseif self.level < 1200 then return 15 + elseif self.level < 1400 then return 14 + elseif self.level < 1700 then return 13 + elseif self.level < 2100 then return 12 + elseif self.level < 2200 then return 11 + elseif self.level < 2300 then return 10 + elseif self.level < 2400 then return 9 + elseif self.level < 2500 then return 8 + else return 15 end +end + +function SurvivalCKGame:getGravity() + return 20 +end + +function SurvivalCKGame:getGarbageLimit() + if self.level < 1000 then return 20 + elseif self.level < 1100 then return 17 + elseif self.level < 1200 then return 14 + elseif self.level < 1300 then return 11 + else return 8 end +end + +function SurvivalCKGame:getRegretTime() + if self.level < 500 then return frameTime(0,55) + elseif self.level < 1000 then return frameTime(0,50) + elseif self.level < 1500 then return frameTime(0,40) + elseif self.level < 2000 then return frameTime(0,35) + else return frameTime(0,30) end +end + +function SurvivalCKGame:getNextPiece(ruleset) + return { + skin = self.level >= 2000 and "bone" or "2tie", + shape = self.randomizer:nextPiece(), + orientation = ruleset:getDefaultOrientation(), + } +end + +local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570} + +function SurvivalCKGame:hitTorikan(old_level, new_level) + for i = 1, 11 do + if old_level < (900 + i * 100) and new_level >= (900 + i * 100) and self.frames > torikan_times[i] * 60 then + self.level = 900 + i * 100 + return true + end + end + return false +end + +function SurvivalCKGame: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") + return true + end + return false + elseif self.roll_frames > 3238 then + switchBGM(nil) + if self.grade ~= 20 then self.grade = self.grade + 1 end + self.completed = true + end + elseif self.ready_frames == 0 then + self.frames = self.frames + 1 + end + return true +end + +function SurvivalCKGame:onPieceEnter() + if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then + self.level = self.level + 1 + end +end + +function SurvivalCKGame:onLineClear(cleared_row_count) + if not self.clear then + local new_level = self.level + cleared_row_count * 2 + self:updateSectionTimes(self.level, new_level) + if new_level >= 2500 or self:hitTorikan(self.level, new_level) then + self.clear = true + if new_level >= 2500 then + self.level = 2500 + self.grid:clear() + self.big_mode = true + self.roll_frames = -150 + end + else + self.level = math.min(new_level, 2500) + end + self:advanceBottomRow(-cleared_row_count) + end +end + +function SurvivalCKGame:onPieceLock(piece, cleared_row_count) + if cleared_row_count == 0 then self:advanceBottomRow(1) end +end + +function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines) + if cleared_lines > 0 then + self.score = self.score + ( + (math.ceil((level + cleared_lines) / 4) + drop_bonus) * + cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) + ) + self.lines = self.lines + cleared_lines + self.combo = self.combo + cleared_lines - 1 + else + self.drop_bonus = 0 + self.combo = 1 + end +end + +function SurvivalCKGame:updateSectionTimes(old_level, new_level) + if math.floor(old_level / 100) < math.floor(new_level / 100) then + local section = math.floor(old_level / 100) + 1 + section_time = self.frames - self.section_start_time + table.insert(self.section_times, section_time) + self.section_start_time = self.frames + if section_time <= self:getRegretTime(self.level) then + self.grade = self.grade + 1 + else + self.coolregret_message = "REGRET!!" + self.coolregret_timer = 300 + end + end +end + +function SurvivalCKGame:advanceBottomRow(dx) + if self.level >= 1000 and self.level < 1500 then + self.garbage = math.max(self.garbage + dx, 0) + if self.garbage >= self:getGarbageLimit() then + self.grid:copyBottomRow() + self.garbage = 0 + end + end +end + +function SurvivalCKGame:drawGrid() + if self.level >= 1500 and self.level < 1600 then + self.grid:drawInvisible(self.rollOpacityFunction1) + elseif self.level >= 1600 and self.level < 1700 then + self.grid:drawInvisible(self.rollOpacityFunction2) + elseif self.level >= 1700 and self.level < 1800 then + self.grid:drawInvisible(self.rollOpacityFunction3) + elseif self.level >= 1800 and self.level < 1900 then + self.grid:drawInvisible(self.rollOpacityFunction4) + elseif self.level >= 1900 and self.level < 2000 then + self.grid:drawInvisible(self.rollOpacityFunction5) + else + self.grid:draw() + end +end + +-- screw trying to make this work efficiently +-- lua function variables are so garbage + +SurvivalCKGame.rollOpacityFunction1 = function(age) + if age < 420 then return 1 + elseif age > 480 then return 0 + else return 1 - (age - 420) / 60 end +end + +SurvivalCKGame.rollOpacityFunction2 = function(age) + if age < 360 then return 1 + elseif age > 420 then return 0 + else return 1 - (age - 360) / 60 end +end + +SurvivalCKGame.rollOpacityFunction3 = function(age) + if age < 300 then return 1 + elseif age > 360 then return 0 + else return 1 - (age - 300) / 60 end +end + +SurvivalCKGame.rollOpacityFunction4 = function(age) + if age < 240 then return 1 + elseif age > 300 then return 0 + else return 1 - (age - 240) / 60 end +end + +SurvivalCKGame.rollOpacityFunction5 = function(age) + if age < 180 then return 1 + elseif age > 240 then return 0 + else return 1 - (age - 180) / 60 end +end + +local master_grades = { "M", "MK", "MV", "MO", "MM" } + +function SurvivalCKGame:getLetterGrade() + if self.grade == 0 then + return "1" + elseif self.grade < 10 then + return "S" .. tostring(self.grade) + elseif self.grade < 21 then + return "m" .. tostring(self.grade - 9) + elseif self.grade < 26 then + return master_grades[self.grade - 20] + else + return "GM" + end +end + +function SurvivalCKGame:drawScoringInfo() + SurvivalCKGame.super.drawScoringInfo(self) + + love.graphics.setColor(1, 1, 1, 1) + + local text_x = config["side_next"] and 320 or 240 + + love.graphics.setFont(font_3x5_2) + love.graphics.printf("GRADE", text_x, 120, 40, "left") + love.graphics.printf("SCORE", text_x, 200, 40, "left") + love.graphics.printf("LEVEL", text_x, 320, 40, "left") + + if (self.coolregret_timer > 0) then + love.graphics.printf(self.coolregret_message, 64, 400, 160, "center") + self.coolregret_timer = self.coolregret_timer - 1 + end + + local current_section = math.floor(self.level / 100) + 1 + self:drawSectionTimesWithSplits(current_section) + + love.graphics.setFont(font_3x5_3) + love.graphics.printf(self:getLetterGrade(self.grade), text_x, 140, 90, "left") + love.graphics.printf(self.score, text_x, 220, 90, "left") + love.graphics.printf(self.level, text_x, 340, 50, "right") + if self.clear then + love.graphics.printf(self.level, text_x, 370, 50, "right") + else + love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") + end +end + +function SurvivalCKGame:getHighscoreData() + return { + grade = self:getLetterGrade(), + level = self.level, + frames = self.frames, + } +end + +function SurvivalCKGame:getSectionEndLevel() + return math.floor(self.level / 100 + 1) * 100 +end + +function SurvivalCKGame:getBackground() + return math.min(math.floor(self.level / 100), 19) +end + +return SurvivalCKGame