diff --git a/tetris/modes/big_a2.lua b/tetris/modes/big_a2.lua index 3fe3e8f..de77815 100755 --- a/tetris/modes/big_a2.lua +++ b/tetris/modes/big_a2.lua @@ -1,307 +1,22 @@ -require 'funcs' +local MarathonA2Game = require 'tetris.modes.marathon_a2' -local GameMode = require 'tetris.modes.gamemode' -local Piece = require 'tetris.components.piece' +local BigA2Game = MarathonA2Game:extend() -local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' +BigA2Game.name = "Big A2" +BigA2Game.hash = "BigA2" +BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!" -local MarathonA2Game = GameMode:extend() - -MarathonA2Game.name = "Big A2" -MarathonA2Game.hash = "BigA2" -MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!" - - - - -function MarathonA2Game:new() - self.super:new() +function BigA2Game:new() + MarathonA2Game:new() self.big_mode = true - self.roll_frames = 0 - self.combo = 1 - - self.grade = 0 - self.grade_points = 0 - self.grade_point_decay_counter = 0 - - self.randomizer = History6RollsRandomizer() - - self.lock_drop = false - self.lock_hard_drop = false - self.enable_hold = false - self.next_queue_length = 1 end -function MarathonA2Game:getARE() - if self.level < 700 then return 27 - elseif self.level < 800 then return 18 - else return 14 end +function BigA2Game:onLineClear(cleared_row_count) + return MarathonA2Game:onLineClear(cleared_row_count / 2) end -function MarathonA2Game:getLineARE() - if self.level < 600 then return 27 - elseif self.level < 700 then return 18 - elseif self.level < 800 then return 14 - else return 8 end +function BigA2Game:updateScore(level, drop_bonus, cleared_lines) + return MarathonA2Game:updateScore(level, drop_bonus, cleared_lines / 2) end -function MarathonA2Game:getDasLimit() - if self.level < 500 then return 15 - elseif self.level < 900 then return 9 - else return 7 end -end - -function MarathonA2Game:getLineClearDelay() - if self.level < 500 then return 40 - elseif self.level < 600 then return 25 - elseif self.level < 700 then return 16 - elseif self.level < 800 then return 12 - else return 6 end -end - -function MarathonA2Game:getLockDelay() - if self.level < 900 then return 30 - else return 17 end -end - -function MarathonA2Game:getGravity() - if (self.level < 30) then return 4/256 - 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 < 120) then return 80/256 - elseif (self.level < 140) then return 96/256 - elseif (self.level < 160) then return 112/256 - elseif (self.level < 170) then return 128/256 - elseif (self.level < 200) then return 144/256 - elseif (self.level < 220) then return 4/256 - elseif (self.level < 230) then return 32/256 - elseif (self.level < 233) then return 64/256 - elseif (self.level < 236) then return 96/256 - elseif (self.level < 239) then return 128/256 - elseif (self.level < 243) then return 160/256 - elseif (self.level < 247) then return 192/256 - elseif (self.level < 251) then return 224/256 - elseif (self.level < 300) then return 1 - elseif (self.level < 330) then return 2 - elseif (self.level < 360) then return 3 - elseif (self.level < 400) then return 4 - elseif (self.level < 420) then return 5 - elseif (self.level < 450) then return 4 - elseif (self.level < 500) then return 3 - else return 20 - end -end - -function MarathonA2Game:advanceOneFrame() - if self.clear then - self.roll_frames = self.roll_frames + 1 - if self.roll_frames < 0 then return false end - if self.roll_frames > 3694 then - self.completed = true - end - elseif self.ready_frames == 0 then - self.frames = self.frames + 1 - end - return true -end - -function MarathonA2Game:onPieceEnter() - if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then - self.level = self.level + 1 - end -end - -function MarathonA2Game:onLineClear(cleared_row_count) - cleared_row_count = cleared_row_count / 2 - self.level = math.min(self.level + cleared_row_count, 999) - if self.level == 999 and not self.clear then - self.clear = true - self.grid:clear() - self.roll_frames = -150 - end - self.lock_drop = self.level >= 900 - self.lock_hard_drop = self.level >= 900 -end - -function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines) - if not self.clear then - cleared_lines = cleared_lines / 2 - self:updateGrade(cleared_lines) - if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end - 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 * self.bravo - ) - 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}, - {1.2, 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, 1.0}, -} - -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, 13, 13, 14, 14, 15, 15, 16, 16, - 17 -} - -function MarathonA2Game:updateGrade(cleared_lines) - if self.clear then return end - 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 - 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 - -function MarathonA2Game:getLetterGrade() - local grade = grade_conversion[self.grade] - if grade < 9 then - return tostring(9 - grade) - elseif grade < 18 then - return "S" .. tostring(grade - 8) - end -end - -MarathonA2Game.rollOpacityFunction = function(age) - if age < 240 then return 1 - elseif age > 300 then return 0 - else return 1 - (age - 240) / 60 end -end - -function MarathonA2Game:drawGrid(ruleset) - if self.clear and not (self.completed or self.game_over) then - self.grid:drawInvisible(self.rollOpacityFunction, nil, false) - else - self.grid:draw() - if self.piece ~= nil and self.level < 100 then - self:drawGhostPiece(ruleset) - end - end -end - -function MarathonA2Game: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") - - love.graphics.setFont(font_3x5_3) - if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1) - elseif 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.score, 240, 220, 90, "left") - love.graphics.printf(self.level, 240, 340, 40, "right") - love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") - - love.graphics.setFont(font_8x11) - love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") -end - -function MarathonA2Game:getHighscoreData() - return { - grade = grade_conversion[self.grade], - score = self.score, - level = self.level, - frames = self.frames, - } -end - -function MarathonA2Game:getSectionEndLevel() - if self.level >= 900 then return 999 - else return math.floor(self.level / 100 + 1) * 100 end -end - -function MarathonA2Game:getBackground() - return math.floor(self.level / 100) -end - -return MarathonA2Game +return BigA2Game \ No newline at end of file