diff --git a/tetris/modes/phantom_mania.lua b/tetris/modes/phantom_mania.lua index 785eb85..54cd39b 100644 --- a/tetris/modes/phantom_mania.lua +++ b/tetris/modes/phantom_mania.lua @@ -11,9 +11,6 @@ PhantomManiaGame.name = "Phantom Mania" PhantomManiaGame.hash = "PhantomMania" PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?" - - - function PhantomManiaGame:new() PhantomManiaGame.super:new() @@ -102,7 +99,7 @@ end function PhantomManiaGame:onLineClear(cleared_row_count) if not self.clear then local new_level = self.level + cleared_row_count - if self:hitTorikan(self.level, new_level) then + if new_level >= 999 or self:hitTorikan(self.level, new_level) then if new_level >= 999 then self.level = 999 end diff --git a/tetris/modes/phantom_mania_n.lua b/tetris/modes/phantom_mania_n.lua index 84581fe..c063745 100644 --- a/tetris/modes/phantom_mania_n.lua +++ b/tetris/modes/phantom_mania_n.lua @@ -1,200 +1,16 @@ -require 'funcs' +local PhantomManiaGame = require 'tetris.modes.phantom_mania' -local GameMode = require 'tetris.modes.gamemode' -local Piece = require 'tetris.components.piece' +local PhantomManiaNGame = PhantomManiaGame:extend() -local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' +PhantomManiaNGame.name = "Phantom Mania N" +PhantomManiaNGame.hash = "PhantomManiaN" +PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS support." -local PhantomManiaGame = GameMode:extend() +function PhantomManiaNGame:new() + PhantomManiaNGame.super:new() -PhantomManiaGame.name = "Phantom Mania N" -PhantomManiaGame.hash = "PhantomManiaN" -PhantomManiaGame.tagline = "The old mode from Nullpomino." - - - - -function PhantomManiaGame:new() - PhantomManiaGame.super:new() - - self.lock_drop = true self.next_queue_length = 3 self.enable_hold = true - - self.roll_frames = 0 - self.combo = 1 - self.randomizer = History6RollsRandomizer() end -function PhantomManiaGame:getARE() - if self.level < 100 then return 18 - elseif self.level < 200 then return 14 - elseif self.level < 400 then return 8 - elseif self.level < 500 then return 7 - else return 6 end -end - -function PhantomManiaGame:getLineARE() - if self.level < 100 then return 18 - elseif self.level < 400 then return 8 - elseif self.level < 500 then return 7 - else return 6 end -end - -function PhantomManiaGame:getDasLimit() - if self.level < 200 then return 11 - elseif self.level < 300 then return 10 - elseif self.level < 400 then return 9 - else return 7 end -end - -function PhantomManiaGame:getLineClearDelay() - return self:getLineARE() -end - -function PhantomManiaGame:getLockDelay() - if self.level < 100 then return 30 - elseif self.level < 200 then return 26 - elseif self.level < 300 then return 22 - elseif self.level < 400 then return 18 - else return 15 end -end - -function PhantomManiaGame:getGravity() - return 20 -end - -function PhantomManiaGame:hitTorikan(old_level, new_level) - if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then - self.level = 300 - return true - end - if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then - self.level = 500 - return true - end - if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then - self.level = 800 - return true - end - return false -end - -function PhantomManiaGame:advanceOneFrame() - if self.clear then - self.roll_frames = self.roll_frames + 1 - if self.roll_frames < 0 then - return false - elseif self.roll_frames > 1982 then - self.completed = true - end - elseif self.ready_frames == 0 then - self.frames = self.frames + 1 - end - return true -end - -function PhantomManiaGame: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 PhantomManiaGame:onLineClear(cleared_row_count) - if not self.clear then - local new_level = self.level + cleared_row_count - if self:hitTorikan(self.level, new_level) then - if new_level >= 999 then - self.level = 999 - end - self.clear = true - else - self.level = new_level - end - end -end - -function PhantomManiaGame: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 - -PhantomManiaGame.rollOpacityFunction = function(age) - if age > 4 then return 0 - else return 1 - age / 4 end -end - -function PhantomManiaGame:drawGrid() - if not (self.game_over or self.clear) then - self.grid:drawInvisible(self.rollOpacityFunction) - else - self.grid:draw() - end -end - -local function getLetterGrade(level, clear) - if level < 300 or level == 300 and clear then - return "" - elseif level < 500 or level == 500 and clear then - return "M" - elseif level < 700 then - return "MK" - elseif level < 800 or level == 800 and clear then - return "MV" - elseif level < 900 then - return "MO" - elseif level < 999 then - return "MM" - elseif level == 999 then - return "GM" - end -end - -function PhantomManiaGame:drawScoringInfo() - PhantomManiaGame.super.drawScoringInfo(self) - - 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") - - love.graphics.setFont(font_3x5_3) - love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") - love.graphics.printf(self.score, text_x, 220, 90, "left") - love.graphics.printf(self.level, text_x, 340, 40, "right") - if self.clear then - love.graphics.printf(self.level, text_x, 370, 40, "right") - else - love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right") - end - -end - -function PhantomManiaGame:getSectionEndLevel() - if self.level >= 900 then return 999 - else return math.floor(self.level / 100 + 1) * 100 end -end - -function PhantomManiaGame:getBackground() - return math.floor(self.level / 100) -end - -function PhantomManiaGame:getHighscoreData() - return { - level = self.level, - frames = self.frames, - } -end - -return PhantomManiaGame +return PhantomManiaNGame