mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
Compare commits
20 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
c4ba80b60d | ||
|
|
2ba957f65a | ||
|
|
321de8564c | ||
|
|
96ac054cf6 | ||
|
|
b7fc51f4bd | ||
|
|
04ccd628be | ||
|
|
704e6dae55 | ||
|
|
19d1686b9d | ||
|
|
aa01479c12 | ||
|
|
5a1b137c2a | ||
|
|
956e826bb2 | ||
|
|
cebe57dd1e | ||
|
|
1db0a0ef05 | ||
|
|
0e7a2bb9fe | ||
|
|
31b0f60475 | ||
|
|
1d6ac62d7d | ||
|
|
b316d9617b | ||
|
|
99f7ff72fd | ||
|
|
df489a2603 | ||
|
|
4105040334 |
@@ -3,10 +3,44 @@ Coding conventions
|
|||||||
|
|
||||||
* Use tabs to indent, spaces to align.
|
* Use tabs to indent, spaces to align.
|
||||||
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
|
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
|
||||||
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line.
|
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line. For example:
|
||||||
* Comments with lines at the end of code must be one line long. Multi-line comments must appeare in their own block.
|
|
||||||
|
```lua
|
||||||
|
---- 4 spaces
|
||||||
|
if self.level < 900 then return 12
|
||||||
|
elseif self.level < 1200 then return 8
|
||||||
|
else return 6 end
|
||||||
|
```
|
||||||
|
|
||||||
|
* Comments at the end of lines of code must be one line long. Multi-line comments must appear in their own block.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
if self.piece:isDropBlocked(self.grid) then
|
||||||
|
-- this is a comment that appears in a block of its own, separate from any code
|
||||||
|
-- consecutive multiline comments must have the same indentation level and
|
||||||
|
-- not appear next on the same line as actual code
|
||||||
|
self.drop_bonus = math.min(self.drop_bonus - 1, 0) -- comments at the end of a line must stay on that line
|
||||||
|
else
|
||||||
|
if piece_dy >= 1 then -- basically
|
||||||
|
self.drop_bonus = self.drop_bonus + piece_dy * 20 -- this sort of
|
||||||
|
end -- multiline comment
|
||||||
|
self.drop_bonus = self.drop_bonus + 1 -- is completely
|
||||||
|
end -- unacceptable
|
||||||
|
```
|
||||||
|
|
||||||
* Use `snake_case` for variables, `camelCase` for functions.
|
* Use `snake_case` for variables, `camelCase` for functions.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
function MyGameMode:on_activate_bleep_bloop()
|
||||||
|
-- no, bad, use "onActivateBleepBloop"
|
||||||
|
local bleepBloopFrames = 240
|
||||||
|
-- this is also bad, use "bleep_bloop_frames"
|
||||||
|
local bleep_bloop_bonus = self.lock_delay * 150
|
||||||
|
self.bleepBloopSubscore = self.bleepBloopSubscore + bleep_bloop_bonus
|
||||||
|
-- member variables are also variables, this should be "bleep_bloop_subscore"
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
|
||||||
Contributor's License Agreement
|
Contributor's License Agreement
|
||||||
-------------------------------
|
-------------------------------
|
||||||
@@ -15,4 +49,4 @@ By contributing source code or other assets (e.g. music, artwork, graphics) to C
|
|||||||
|
|
||||||
You also waive all moral rights to your contributions insofar as they are used in the Cambridge repository or in any code or works deriving therefrom.
|
You also waive all moral rights to your contributions insofar as they are used in the Cambridge repository or in any code or works deriving therefrom.
|
||||||
|
|
||||||
(Regarding the above clause, I will still make my best effort to provide sufficient attribution to all contributions. At the very least you'll get documentation of your contributions under SOURCES, and probably a special place in the credit roll as well.)
|
(Notwithstanding the above clause, I will still make my best effort to provide sufficient attribution to all contributions. At the very least you'll get documentation of your contributions under SOURCES, and probably a special place in the credit roll as well.)
|
||||||
|
|||||||
@@ -1,6 +1,4 @@
|
|||||||
The code in Cambridge is licensed under the MIT license.
|
Copyright (c) 2018-2019 Joe Zeng
|
||||||
|
|
||||||
Copyright (c) 2018 Joe Zeng
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
@@ -19,11 +17,3 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
|
|
||||||
-------------------------
|
|
||||||
|
|
||||||
Some code and assets in this repository are contributed by members of the
|
|
||||||
community, as well as borrowed from other places, either with licensing
|
|
||||||
or as placeholders until suitable material can be found that is properly
|
|
||||||
licensed. Their original sources, and copyright notices if applicable, are
|
|
||||||
listed in the file SOURCES.
|
|
||||||
56
README.md
Normal file
56
README.md
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
Cambridge
|
||||||
|
=========
|
||||||
|
|
||||||
|
Welcome to Cambridge, the next open-source falling-block game engine!
|
||||||
|
|
||||||
|
|
||||||
|
Installation instructions
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
Pre-built releases are available on the releases page.
|
||||||
|
|
||||||
|
### Windows
|
||||||
|
|
||||||
|
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
|
||||||
|
|
||||||
|
### macOS
|
||||||
|
|
||||||
|
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [https://brew.sh/](Homebrew), and run:
|
||||||
|
|
||||||
|
$ love cambridge.love
|
||||||
|
|
||||||
|
### Linux
|
||||||
|
|
||||||
|
Same as macOS, except install `love` with your favourite package manager.
|
||||||
|
|
||||||
|
|
||||||
|
Running from source
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
If you want the bleeding-edge release, you can also clone the code straight from this repository.
|
||||||
|
|
||||||
|
### macOS, Linux
|
||||||
|
|
||||||
|
If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!**
|
||||||
|
|
||||||
|
Clone the repository in git:
|
||||||
|
|
||||||
|
git clone https://github.com/joezeng/cambridge
|
||||||
|
|
||||||
|
Then, navigate to the root directory that you just cloned, and type:
|
||||||
|
|
||||||
|
love .
|
||||||
|
|
||||||
|
It should run automatically!
|
||||||
|
|
||||||
|
|
||||||
|
License
|
||||||
|
-------
|
||||||
|
|
||||||
|
The Cambridge project is licensed under the MIT license (included in LICENSE.md).
|
||||||
|
|
||||||
|
Some code and assets in this repository are contributed by members of the
|
||||||
|
community, as well as borrowed from other places, either with licensing
|
||||||
|
or as placeholders until suitable material can be found that is properly
|
||||||
|
licensed. Their original sources, and copyright notices if applicable, are
|
||||||
|
listed in the file SOURCES.
|
||||||
BIN
dist/win32/OpenAL32.dll
vendored
Normal file
BIN
dist/win32/OpenAL32.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/SDL2.dll
vendored
Normal file
BIN
dist/win32/SDL2.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/love.dll
vendored
Normal file
BIN
dist/win32/love.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/lua51.dll
vendored
Normal file
BIN
dist/win32/lua51.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/mpg123.dll
vendored
Normal file
BIN
dist/win32/mpg123.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/msvcp120.dll
vendored
Normal file
BIN
dist/win32/msvcp120.dll
vendored
Normal file
Binary file not shown.
BIN
dist/win32/msvcr120.dll
vendored
Normal file
BIN
dist/win32/msvcr120.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/OpenAL32.dll
vendored
Normal file
BIN
dist/windows/OpenAL32.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/SDL2.dll
vendored
Normal file
BIN
dist/windows/SDL2.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/love.dll
vendored
Normal file
BIN
dist/windows/love.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/lua51.dll
vendored
Normal file
BIN
dist/windows/lua51.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/mpg123.dll
vendored
Normal file
BIN
dist/windows/mpg123.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/msvcp120.dll
vendored
Normal file
BIN
dist/windows/msvcp120.dll
vendored
Normal file
Binary file not shown.
BIN
dist/windows/msvcr120.dll
vendored
Normal file
BIN
dist/windows/msvcr120.dll
vendored
Normal file
Binary file not shown.
@@ -9,35 +9,42 @@ MARATHON
|
|||||||
|
|
||||||
Modes in which the goal is to play as well as possible over a limited game interval, to ultimately achieve the title of Grand Master.
|
Modes in which the goal is to play as well as possible over a limited game interval, to ultimately achieve the title of Grand Master.
|
||||||
|
|
||||||
* **MARATHON**: Get to level 999!
|
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
|
||||||
* **MARATHON 2020**: 2020 levels of pure pain.
|
|
||||||
|
|
||||||
From other games:
|
From other games:
|
||||||
* **MARATHON A1**: Tetris the Grand Master 1.
|
* **MARATHON A1**: Tetris the Grand Master 1.
|
||||||
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
|
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
|
||||||
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
|
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
|
||||||
|
|
||||||
* **MARATHON N1**: NES Tetris A-type.
|
|
||||||
|
|
||||||
|
|
||||||
SURVIVAL
|
SURVIVAL
|
||||||
--------
|
--------
|
||||||
|
|
||||||
Modes that concentrate on how long you can survive an increasingly fast and difficult game.
|
Modes that concentrate on how long you can survive an increasingly fast and difficult game.
|
||||||
|
|
||||||
* **SURVIVAL**:
|
* **SURVIVAL 2020**: It only gets worse from Marathon 2020. Beware of the total delay!
|
||||||
|
|
||||||
From other games:
|
From other games:
|
||||||
|
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
|
||||||
* **SURVIVAL A2**: T.A. Death.
|
* **SURVIVAL A2**: T.A. Death.
|
||||||
* **SURVIVAL A3**: Ti Shirase.
|
* **SURVIVAL A3**: Ti Shirase.
|
||||||
|
|
||||||
|
|
||||||
RACE
|
PHANTOM MANIA
|
||||||
----
|
-------------
|
||||||
|
|
||||||
Modes in which the goal is to achieve a fixed goal in the shortest time.
|
Modes where pieces turn invisible as soon as you lock them. One of Cambridge's signature features.
|
||||||
|
|
||||||
* **RACE 40L**: Clear 40 lines as fast as possible.
|
* **Phantom Mania**: The classic invisible mode from Nullpomino. Can you handle 999 levels of "the M roll"?
|
||||||
* **RACE 100L**: Clear 100 lines as fast as possible.
|
|
||||||
* **RACE 5K**: Clear 5,000 lines as fast as possible. Don't worry about topping out!
|
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
|
||||||
* **RACE 10K**: Clear 10,000 lines as fast as possible. Don't worry about topping out!
|
|
||||||
|
|
||||||
|
OTHER MODES
|
||||||
|
-----------
|
||||||
|
|
||||||
|
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
|
||||||
|
|
||||||
|
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
|
||||||
|
|
||||||
|
* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
|
||||||
@@ -1,207 +0,0 @@
|
|||||||
Marathon 2020
|
|
||||||
=============
|
|
||||||
|
|
||||||
To celebrate the coming of the year 2020, I've created a new "extended Tetris the Grand Master" mode where the level counter goes up twice as far as normal, all the way up to 2020.
|
|
||||||
|
|
||||||
|
|
||||||
Gameplay
|
|
||||||
--------
|
|
||||||
|
|
||||||
The goal of this game is to reach the end at level 2020.
|
|
||||||
|
|
||||||
Every piece placed increases the level by 1, and every line cleared also increases the level by 1, with bonuses for large numbers of lines:
|
|
||||||
|
|
||||||
| Lines cleared | Levels advanced |
|
|
||||||
|---------------|-----------------|
|
|
||||||
| 1 | 1 |
|
|
||||||
| 2 | 2 |
|
|
||||||
| 3 | 4 |
|
|
||||||
| 4 | 6 |
|
|
||||||
|
|
||||||
When the current level reaches one less than the level at the bottom of the display (usually a multiple of 100), the level will not advance until a line is cleared.
|
|
||||||
|
|
||||||
|
|
||||||
Levels
|
|
||||||
------
|
|
||||||
|
|
||||||
Each section is 100 levels long, except for the last section, whose levels go from 1900 all the way to 2020.
|
|
||||||
|
|
||||||
However, it is possible to be stopped early on if you do not play fast enough.
|
|
||||||
|
|
||||||
|
|
||||||
### Torikans
|
|
||||||
|
|
||||||
There are certain checkpoints at which your current time will be checked and you will be stopped if your time is over a set objective time.
|
|
||||||
|
|
||||||
| Level | Time limit |
|
|
||||||
|-------|------------|
|
|
||||||
| 500 | 6:00.00 |
|
|
||||||
| 900 | 8:30.00 |
|
|
||||||
| 1000 | 8:45.00 |
|
|
||||||
| 1500 | 11:30.00 |
|
|
||||||
| 1900 | 13:15.00 |
|
|
||||||
|
|
||||||
At levels 500, 1000, and 1500, you will be stopped immediately if your time is not under the objective.
|
|
||||||
|
|
||||||
At levels 900 and 1900, the next section will be capped at 999 or 1999 respectively, and you will get a short credit roll when the section is over.
|
|
||||||
|
|
||||||
|
|
||||||
Speed
|
|
||||||
-----
|
|
||||||
|
|
||||||
Marathon 2020 gets faster in two different, independent ways, the gravity curve and the delay curve.
|
|
||||||
|
|
||||||
The gravity curve is always the same at a particular level, while the delay curve can vary based on your previous section time.
|
|
||||||
|
|
||||||
### Gravity Curve
|
|
||||||
|
|
||||||
The gravity curve is the same as it is in the original TGM and TAP.
|
|
||||||
|
|
||||||
### Delay Curve
|
|
||||||
|
|
||||||
The delay curve is shown as in the following table. Line ARE is always equal to ARE.
|
|
||||||
|
|
||||||
If your time in a particular section from 0 to 70 is smaller than the "cool" requirement at that level, your delay curve will be bumped up an extra level at the end of the section.
|
|
||||||
|
|
||||||
The delay curve always advances at least 1 level past level 500, and if you get a section cool when the level is past 500, it will advance 2 levels instead.
|
|
||||||
|
|
||||||
| Level | ARE | Lock | DAS | Line | Cool |
|
|
||||||
|-------|------|------|------|------|------|
|
|
||||||
|0|27|30|15|40|45.00|
|
|
||||||
|100|24|30|12|25|41.50|
|
|
||||||
|200|21|30|12|25|38.50|
|
|
||||||
|300|18|30|9|20|35.00|
|
|
||||||
|400|16|30|9|15|32.50|
|
|
||||||
|500|14|30|8|12|29.20|
|
|
||||||
|600|12|26|8|12|27.20|
|
|
||||||
|700|10|22|8|8|24.80|
|
|
||||||
|800|8|19|7|8|22.80|
|
|
||||||
|900|6|17|7|6|20.60|
|
|
||||||
|1000|6|15|6|6|19.60|
|
|
||||||
|1100|6|15|6|4|19.40|
|
|
||||||
|1200|6|15|6|4|19.40|
|
|
||||||
|1300|5|15|5|4|18.40|
|
|
||||||
|1400|5|15|5|2|18.20|
|
|
||||||
|1500|4|15|4|2|16.20|
|
|
||||||
|1600|4|13|4|2|16.20|
|
|
||||||
|1700|4|11|4|2|16.20|
|
|
||||||
|1800|4|10|4|2|16.20|
|
|
||||||
|1900|4|9|4|2|16.20|
|
|
||||||
|2000|4|8|3|2|15.20|
|
|
||||||
|
|
||||||
In order to get a section cool, your 0-70 section time must be below the cutoff *and* no more than 2 seconds slower than your previous 0-70 time.
|
|
||||||
|
|
||||||
|
|
||||||
Grading
|
|
||||||
-------
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
### Basic grades
|
|
||||||
|
|
||||||
Internally, the grade counter is a number that can range from 0 to 30.
|
|
||||||
|
|
||||||
At the beginning of the game, it starts at 0. To increase it, you must bring an internal grade point counter past a certain threshold.
|
|
||||||
|
|
||||||
The threshold is set at 50 points for the first grade, then 100 more points for the next grade, then 150 points for the grade after that, and so on. You reach the maximum level of 30 at a total of 23,250 points.
|
|
||||||
|
|
||||||
A table of the thresholds in grade points required to reach each level is provided below:
|
|
||||||
|
|
||||||
Grade|Threshold
|
|
||||||
-|-
|
|
||||||
0|0
|
|
||||||
1|50
|
|
||||||
2|150
|
|
||||||
3|300
|
|
||||||
4|500
|
|
||||||
5|750
|
|
||||||
6|1050
|
|
||||||
7|1400
|
|
||||||
8|1800
|
|
||||||
9|2250
|
|
||||||
10|2750
|
|
||||||
11|3300
|
|
||||||
12|3900
|
|
||||||
13|4550
|
|
||||||
14|5250
|
|
||||||
15|6000
|
|
||||||
16|6800
|
|
||||||
17|7650
|
|
||||||
18|8550
|
|
||||||
19|9500
|
|
||||||
20|10500
|
|
||||||
21|11550
|
|
||||||
22|12650
|
|
||||||
23|13800
|
|
||||||
24|15000
|
|
||||||
25|16250
|
|
||||||
26|17550
|
|
||||||
27|18900
|
|
||||||
28|20300
|
|
||||||
29|21750
|
|
||||||
**30**|**23250**
|
|
||||||
|
|
||||||
Points are given according to a different scale, the point level. The point level is calculated by taking your current actual level, and adding (100 * the delay level) to it.
|
|
||||||
|
|
||||||
The points given for clearing certain amounts of lines is given as follows:
|
|
||||||
|
|
||||||
Level| x1 | x2 | x3 | x4
|
|
||||||
-|-|-|-|-
|
|
||||||
0|10|20|30|40
|
|
||||||
100|10|20|30|40
|
|
||||||
200|10|20|30|48
|
|
||||||
300|10|20|30|60
|
|
||||||
400|10|20|36|72
|
|
||||||
500|10|21|42|84
|
|
||||||
600|10|24|48|96
|
|
||||||
700|10|27|54|108
|
|
||||||
800|10|30|60|120
|
|
||||||
900|11|33|66|140
|
|
||||||
1000|12|36|72|160
|
|
||||||
1100|13|39|81|180
|
|
||||||
1200|14|42|90|200
|
|
||||||
1300|15|45|99|220
|
|
||||||
1400|16|48|108|240
|
|
||||||
1500|17|52|117|260
|
|
||||||
1600|18|56|126|280
|
|
||||||
1700|19|60|135|300
|
|
||||||
1800|20|64|144|320
|
|
||||||
1900|21|68|153|340
|
|
||||||
2000|22|72|162|360
|
|
||||||
2100|23|76|171|380
|
|
||||||
2200|24|80|180|400
|
|
||||||
2300|25|84|189|420
|
|
||||||
2400|26|88|198|440
|
|
||||||
2500|27|92|207|460
|
|
||||||
2600|28|96|216|480
|
|
||||||
2700|29|100|225|500
|
|
||||||
2800|30|104|234|520
|
|
||||||
2900|31|108|243|540
|
|
||||||
3000|32|112|252|560
|
|
||||||
3100|33|116|261|580
|
|
||||||
3200|34|120|270|600
|
|
||||||
3300|35|124|279|620
|
|
||||||
3400|36|128|288|640
|
|
||||||
3500|37|132|297|660
|
|
||||||
3600|38|136|306|680
|
|
||||||
3700|39|140|315|700
|
|
||||||
3800|40|144|324|720
|
|
||||||
3900|41|148|333|740
|
|
||||||
|
|
||||||
Past level 1000, a 4-line clear will always give (30 * current grade), regardless of point level.
|
|
||||||
|
|
||||||
The remaining 20 grades come from section cools. Every section cool you get boosts your score by one grade. There are no regrets.
|
|
||||||
|
|
||||||
Points are also taken away with the time it takes to lock down a piece. The delay counter starts at 0, and increases by (current grade + 2) every frame. When the counter reaches or exceeds 240, it resets to 0, and 1 grade point is taken away.
|
|
||||||
|
|
||||||
Grades are based on the maximum grade points achieved. Once a grade has been attained, it cannot be lost even if grade points drop below the threshold for that grade.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Stats
|
|
||||||
-----
|
|
||||||
|
|
||||||
* Fewest number of lines/pieces to reach 2020: 1263 pieces / 505 lines [all Tetrises]
|
|
||||||
|
|
||||||
* Most number of lines/pieces to reach 2020: 1448 pieces / 572 lines [all singles / doubles, full board]
|
|
||||||
@@ -1,104 +0,0 @@
|
|||||||
Phantom Mania 2
|
|
||||||
===============
|
|
||||||
|
|
||||||
The Phantom Mania mode in Nullpomino is based on T.A. Death (Speed Mania), but where everything is invisible. The obvious sequel to such a mode is Phantom Mania 2, which is based on Shirase (Speed Mania 2), but again where everything is invisible.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Gameplay
|
|
||||||
--------
|
|
||||||
|
|
||||||
The goal of this game is to reach the end at level 1300, and then score as many grades as possible in the ending credit roll.
|
|
||||||
|
|
||||||
Each piece disappears as soon as it is placed down. Only the active piece is visible at any given time.
|
|
||||||
|
|
||||||
Every piece placed increases the level by 1, and every line cleared also increases the level by 1, with bonuses for large numbers of lines:
|
|
||||||
|
|
||||||
| Lines cleared | Levels advanced |
|
|
||||||
|---------------|-----------------|
|
|
||||||
| 1 | 1 |
|
|
||||||
| 2 | 2 |
|
|
||||||
| 3 | 4 |
|
|
||||||
| 4 | 6 |
|
|
||||||
|
|
||||||
When the current level reaches one less than the level at the bottom of the display (usually a multiple of 100), the level will not advance until a line is cleared.
|
|
||||||
|
|
||||||
|
|
||||||
Levels
|
|
||||||
------
|
|
||||||
|
|
||||||
Each section is 100 levels long. At certain levels, the speed may get faster, or the difficulty may increase some other way.
|
|
||||||
|
|
||||||
| Level | What happens |
|
|
||||||
|-------|------------|
|
|
||||||
| 500 | Rows of garbage start to advance on the board. The bottom row is copied, appearing for a brief flash before disappearing again. |
|
|
||||||
| 1000 | The garbage stops, but the hold queue turns invisible. |
|
|
||||||
| 1100 | The first next preview turns invisible. |
|
|
||||||
| 1200 | The second next preview turns invisible. |
|
|
||||||
|
|
||||||
Unlike in Shirase mode, the speed of the game does not get faster past level 1000.
|
|
||||||
|
|
||||||
### Torikans
|
|
||||||
|
|
||||||
There are certain checkpoints at which your current time will be checked and you will be stopped if your time is over a set objective time.
|
|
||||||
|
|
||||||
| Level | Time limit |
|
|
||||||
|-------|------------|
|
|
||||||
| 300 | 2:02.00 |
|
|
||||||
| 500 | 3:03.00 |
|
|
||||||
| 800 | 4:45.00 |
|
|
||||||
| 1000 | 5:38.00 |
|
|
||||||
|
|
||||||
At each torikan, you will get a 54-second invisible roll which is worth grade points.
|
|
||||||
|
|
||||||
Only the 1300 roll is in Big Mode.
|
|
||||||
|
|
||||||
|
|
||||||
Grading
|
|
||||||
-------
|
|
||||||
|
|
||||||
Your grade starts at 1, and goes on from S1 to S9, and then M1 upwards indefinitely.
|
|
||||||
|
|
||||||
Your grade advances each section based on your section time. If you achieve a section COOL, you get 2 grade points. If you instead incur a section REGRET, you get no grade points. The normal section time (in between COOL and REGRET) is worth one grade point.
|
|
||||||
|
|
||||||
| Level | Section COOL | Section REGRET |
|
|
||||||
|-------|--------------|----------------|
|
|
||||||
| 0-4 | 36.00 | 48.00 |
|
|
||||||
| 5-9 | 30.00 | 39.00 |
|
|
||||||
| 10-12 | 27.00 | 35.00 |
|
|
||||||
|
|
||||||
|
|
||||||
Then, the invisible roll is also worth grade points.
|
|
||||||
|
|
||||||
| Lines cleared | Grade points |
|
|
||||||
|---------------|--------------|
|
|
||||||
| 1 | 0.02 |
|
|
||||||
| 2 | 0.06 |
|
|
||||||
| 3 | 0.15 |
|
|
||||||
| 4 | 0.40 |
|
|
||||||
| Clear | 1.00 |
|
|
||||||
|
|
||||||
|
|
||||||
The number of grade points you earn correspond to your grade as follows:
|
|
||||||
|
|
||||||
| Points | Grade |
|
|
||||||
|--------|--------|
|
|
||||||
| 0 | 1 |
|
|
||||||
| 1 | S1 |
|
|
||||||
| 2 | S2 |
|
|
||||||
| 3 | S3 |
|
|
||||||
| 4 | S4 |
|
|
||||||
| 5 | S5 |
|
|
||||||
| 6 | S6 |
|
|
||||||
| 7 | S7 |
|
|
||||||
| 8 | S8 |
|
|
||||||
| 9 | S9 |
|
|
||||||
| 10 | m1 |
|
|
||||||
| 11 | m2 |
|
|
||||||
| 12 | m3 |
|
|
||||||
| 13 | m4 |
|
|
||||||
| 14 | m5 |
|
|
||||||
|
|
||||||
And so on. For *x* > 9 grade points, your grade is m(*x*-9).
|
|
||||||
|
|
||||||
If you achieve a section COOL on each section, your rank will be m17 entering the credit roll.
|
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
Phantom Mania comparison
|
|
||||||
========================
|
|
||||||
|
|
||||||
## Features
|
|
||||||
|
|
||||||
| | PM | PM2 |
|
|
||||||
|------------|-----|------|
|
|
||||||
| Max level | 999 | 1300 |
|
|
||||||
| Piece preview | 1 | 3 |
|
|
||||||
| Hold | No | Yes |
|
|
||||||
| Graded roll | No | Yes |
|
|
||||||
|
|
||||||
## Torikans
|
|
||||||
|
|
||||||
| Level | PM | PM2 |
|
|
||||||
|------------|-------|-------|
|
|
||||||
| 300 | 2'28" | 2'02" |
|
|
||||||
| 500 | 3'38" | 3'03" |
|
|
||||||
| 800 | 5'23" | 4'40" |
|
|
||||||
| 1000 | --- | 5'38" |
|
|
||||||
|
|
||||||
## Speed Curve
|
|
||||||
|
|
||||||
| Level | PM | PM2 |
|
|
||||||
|------------|-------|-------|
|
|
||||||
| 0 | 16/30 | 10/18 |
|
|
||||||
| 100 | 12/26 | 10/18 |
|
|
||||||
| 200 | 6/22 | 10/17 |
|
|
||||||
| 300 | 6/18 | 4/15 |
|
|
||||||
| 400 | 5/15 | 4/15 |
|
|
||||||
| 500 | 4/15 | 4/13 |
|
|
||||||
| 600+ | 4/15 | 4/12 |
|
|
||||||
@@ -17,17 +17,9 @@ A rotation system defines the following things:
|
|||||||
* The block offsets of each piece orientation.
|
* The block offsets of each piece orientation.
|
||||||
* The wall or floor kicks that will be attempted for each type of rotation.
|
* The wall or floor kicks that will be attempted for each type of rotation.
|
||||||
|
|
||||||
There are three main classes/families of rotation systems:
|
There are four rotation systems currently supported:
|
||||||
|
|
||||||
* **ARIKA**, commonly known as ARS.
|
* Cambridge
|
||||||
* **ARIKA-CLASSIC**, commonly known as Classic ARS.
|
* Classic ARS
|
||||||
* **ARIKA-TI**, commonly known as Ti-ARS, or "ARS with floorkicks".
|
* Ti-ARS
|
||||||
* **STANDARD**, commonly known as SRS.
|
* SRS
|
||||||
* **STANDARD**, or normal SRS.
|
|
||||||
* **STANDARD-EXP**, known as SRS-X in its original Heboris incarnation.
|
|
||||||
* **STANDARD-WORLD**, known as World Rule in TGM3.
|
|
||||||
* **CLASSIC**, commonly known as ORS or NRS (Nintendo). Also houses some traditional rotation systems.
|
|
||||||
* **CLASSIC-1989**, the no-wallkick system used by NES Tetris.
|
|
||||||
* **CLASSIC-1984**, the Electonika-60 system, where the I piece is one space higher than in CLASSIC-1989.
|
|
||||||
* **CLASSIC-SEGA**, the original Sega rotation system that spawned Arika.
|
|
||||||
* **CLASSIC-TENGEN**, the weird one with orientation problems.
|
|
||||||
7
main.lua
7
main.lua
@@ -11,6 +11,9 @@ function love.load()
|
|||||||
config["side_next"] = false
|
config["side_next"] = false
|
||||||
config["reverse_rotate"] = true
|
config["reverse_rotate"] = true
|
||||||
config["fullscreen"] = false
|
config["fullscreen"] = false
|
||||||
|
|
||||||
|
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
||||||
|
|
||||||
if not config.input then
|
if not config.input then
|
||||||
config.input = {}
|
config.input = {}
|
||||||
scene = InputConfigScene()
|
scene = InputConfigScene()
|
||||||
@@ -61,7 +64,7 @@ end
|
|||||||
|
|
||||||
function love.draw()
|
function love.draw()
|
||||||
love.graphics.push()
|
love.graphics.push()
|
||||||
if love.window.getFullscreen() then
|
|
||||||
-- get offset matrix
|
-- get offset matrix
|
||||||
love.graphics.setDefaultFilter("linear", "nearest")
|
love.graphics.setDefaultFilter("linear", "nearest")
|
||||||
local width = love.graphics.getWidth()
|
local width = love.graphics.getWidth()
|
||||||
@@ -72,7 +75,7 @@ function love.draw()
|
|||||||
(height - scale_factor * 480) / 2
|
(height - scale_factor * 480) / 2
|
||||||
)
|
)
|
||||||
love.graphics.scale(scale_factor)
|
love.graphics.scale(scale_factor)
|
||||||
end
|
|
||||||
scene:render()
|
scene:render()
|
||||||
love.graphics.pop()
|
love.graphics.pop()
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -8,10 +8,10 @@ current_ruleset = 1
|
|||||||
game_modes = {
|
game_modes = {
|
||||||
require 'tetris.modes.marathon_2020',
|
require 'tetris.modes.marathon_2020',
|
||||||
require 'tetris.modes.survival_2020',
|
require 'tetris.modes.survival_2020',
|
||||||
require 'tetris.modes.demon_mode',
|
|
||||||
require 'tetris.modes.strategy',
|
require 'tetris.modes.strategy',
|
||||||
require 'tetris.modes.interval_training',
|
require 'tetris.modes.interval_training',
|
||||||
require 'tetris.modes.pacer_test',
|
require 'tetris.modes.pacer_test',
|
||||||
|
require 'tetris.modes.demon_mode',
|
||||||
require 'tetris.modes.phantom_mania',
|
require 'tetris.modes.phantom_mania',
|
||||||
require 'tetris.modes.phantom_mania2',
|
require 'tetris.modes.phantom_mania2',
|
||||||
require 'tetris.modes.phantom_mania_n',
|
require 'tetris.modes.phantom_mania_n',
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ DemonModeGame.name = "Demon Mode"
|
|||||||
DemonModeGame.hash = "DemonMode"
|
DemonModeGame.hash = "DemonMode"
|
||||||
DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
|
DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
|
||||||
|
|
||||||
DemonModeGame.arr = 1
|
|
||||||
DemonModeGame.drop_speed = 1
|
|
||||||
|
|
||||||
function DemonModeGame:new()
|
function DemonModeGame:new()
|
||||||
DemonModeGame.super:new()
|
DemonModeGame.super:new()
|
||||||
|
|||||||
@@ -114,42 +114,49 @@ function GameMode:update(inputs, ruleset)
|
|||||||
self.hard_drop_locked = false
|
self.hard_drop_locked = false
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local piece_y = self.piece.position.y
|
||||||
|
|
||||||
ruleset:processPiece(
|
ruleset:processPiece(
|
||||||
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
|
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
|
||||||
self.move, self:getLockDelay(), self:getDropSpeed(),
|
self.move, self:getLockDelay(), self:getDropSpeed(),
|
||||||
self.drop_locked, self.hard_drop_locked, self.enable_hard_drop
|
self.drop_locked, self.hard_drop_locked, self.enable_hard_drop
|
||||||
)
|
)
|
||||||
|
|
||||||
|
local piece_dy = self.piece.position.y - piece_y
|
||||||
|
|
||||||
if inputs["up"] == true and
|
if inputs["up"] == true and
|
||||||
self.piece:isDropBlocked(self.grid) and
|
self.piece:isDropBlocked(self.grid) and
|
||||||
not self.hard_drop_locked and
|
not self.hard_drop_locked then
|
||||||
self.instant_hard_drop
|
self:onHardDrop(piece_dy)
|
||||||
then
|
if self.instant_hard_drop then
|
||||||
self.piece.locked = true
|
self.piece.locked = true
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
if inputs["down"] == true and
|
if inputs["down"] == true then
|
||||||
self.piece:isDropBlocked(self.grid) and
|
self:onSoftDrop(piece_dy)
|
||||||
|
if self.piece:isDropBlocked(self.grid) and
|
||||||
not self.drop_locked and
|
not self.drop_locked and
|
||||||
self.instant_soft_drop
|
self.instant_soft_drop
|
||||||
then
|
then
|
||||||
self.piece.locked = true
|
self.piece.locked = true
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
if self.piece.locked == true then
|
if self.piece.locked == true then
|
||||||
self.grid:applyPiece(self.piece)
|
self.grid:applyPiece(self.piece)
|
||||||
self:onPieceLock(self.piece)
|
|
||||||
self.piece = nil
|
|
||||||
if self.enable_hold then
|
|
||||||
self.held = false
|
|
||||||
end
|
|
||||||
|
|
||||||
self.grid:markClearedRows()
|
self.grid:markClearedRows()
|
||||||
|
|
||||||
local cleared_row_count = self.grid:getClearedRowCount()
|
local cleared_row_count = self.grid:getClearedRowCount()
|
||||||
|
|
||||||
|
self:onPieceLock(self.piece, cleared_row_count)
|
||||||
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
|
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
|
||||||
|
|
||||||
|
self.piece = nil
|
||||||
|
if self.enable_hold then
|
||||||
|
self.held = false
|
||||||
|
end
|
||||||
|
|
||||||
if cleared_row_count > 0 then
|
if cleared_row_count > 0 then
|
||||||
self.lcd = self:getLineClearDelay()
|
self.lcd = self:getLineClearDelay()
|
||||||
self.are = self:getLineARE()
|
self.are = self:getLineARE()
|
||||||
@@ -184,11 +191,19 @@ end
|
|||||||
|
|
||||||
-- event functions
|
-- event functions
|
||||||
function GameMode:whilePieceActive() end
|
function GameMode:whilePieceActive() end
|
||||||
function GameMode:onPieceLock(piece) end
|
function GameMode:onPieceLock(piece, cleared_row_count) end
|
||||||
function GameMode:onLineClear(cleared_row_count) end
|
function GameMode:onLineClear(cleared_row_count) end
|
||||||
function GameMode:onPieceEnter() end
|
function GameMode:onPieceEnter() end
|
||||||
function GameMode:onHold() end
|
function GameMode:onHold() end
|
||||||
|
|
||||||
|
function GameMode:onSoftDrop(dropped_row_count)
|
||||||
|
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
|
||||||
|
end
|
||||||
|
|
||||||
|
function GameMode:onHardDrop(dropped_row_count)
|
||||||
|
self.drop_bonus = self.drop_bonus + 2 * dropped_row_count
|
||||||
|
end
|
||||||
|
|
||||||
function GameMode:onGameOver()
|
function GameMode:onGameOver()
|
||||||
switchBGM(nil)
|
switchBGM(nil)
|
||||||
end
|
end
|
||||||
@@ -374,7 +389,8 @@ function GameMode:drawScoringInfo()
|
|||||||
love.graphics.print(
|
love.graphics.print(
|
||||||
self.das.direction .. " " ..
|
self.das.direction .. " " ..
|
||||||
self.das.frames .. " " ..
|
self.das.frames .. " " ..
|
||||||
st(self.prev_inputs)
|
st(self.prev_inputs) ..
|
||||||
|
self.drop_bonus
|
||||||
)
|
)
|
||||||
|
|
||||||
love.graphics.setFont(font_8x11)
|
love.graphics.setFont(font_8x11)
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ IntervalTrainingGame.name = "Interval Training"
|
|||||||
IntervalTrainingGame.hash = "IntervalTraining"
|
IntervalTrainingGame.hash = "IntervalTraining"
|
||||||
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||||
|
|
||||||
IntervalTrainingGame.arr = 1
|
|
||||||
IntervalTrainingGame.drop_speed = 1
|
|
||||||
|
|
||||||
function IntervalTrainingGame:new()
|
function IntervalTrainingGame:new()
|
||||||
IntervalTrainingGame.super:new()
|
IntervalTrainingGame.super:new()
|
||||||
@@ -144,7 +144,7 @@ function IntervalTrainingGame:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function IntervalTrainingGame:getSectionEndLevel()
|
function IntervalTrainingGame:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ LigneGame.name = "Ligne"
|
|||||||
LigneGame.hash = "Ligne"
|
LigneGame.hash = "Ligne"
|
||||||
LigneGame.tagline = "How fast can you clear 40 lines?"
|
LigneGame.tagline = "How fast can you clear 40 lines?"
|
||||||
|
|
||||||
LigneGame.arr = 1
|
|
||||||
LigneGame.drop_speed = 1
|
|
||||||
|
|
||||||
function LigneGame:new()
|
function LigneGame:new()
|
||||||
LigneGame.super:new()
|
LigneGame.super:new()
|
||||||
|
|||||||
@@ -165,7 +165,9 @@ function Marathon2020Game:onPieceEnter()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:whilePieceActive()
|
function Marathon2020Game:whilePieceActive()
|
||||||
|
if not self.clear then
|
||||||
self.grade_point_decay_counter = self.grade_point_decay_counter + self.grade + 2
|
self.grade_point_decay_counter = self.grade_point_decay_counter + self.grade + 2
|
||||||
|
end
|
||||||
if self.grade_point_decay_counter > 240 then
|
if self.grade_point_decay_counter > 240 then
|
||||||
self.grade_point_decay_counter = 0
|
self.grade_point_decay_counter = 0
|
||||||
self.grade_points = math.max(0, self.grade_points - 1)
|
self.grade_points = math.max(0, self.grade_points - 1)
|
||||||
@@ -375,19 +377,29 @@ function Marathon2020Game:updateScore(level, drop_bonus, cleared_lines)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
Marathon2020Game.mRollOpacityFunction = function(age)
|
Marathon2020Game.rollOpacityFunction = function(age)
|
||||||
if age > 300 then return 0
|
if age > 300 then return 0
|
||||||
elseif age < 240 then return 1
|
elseif age < 240 then return 1
|
||||||
else return (300 - age) / 60 end
|
else return (300 - age) / 60 end
|
||||||
end
|
end
|
||||||
|
|
||||||
Marathon2020Game.rollOpacityFunction = function(age)
|
Marathon2020Game.mRollOpacityFunction = function(age)
|
||||||
if age > 4 then return 0
|
if age > 4 then return 0
|
||||||
else return 1 - age / 4 end
|
else return 1 - age / 4 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:qualifiesForMRoll()
|
function Marathon2020Game:qualifiesForMRoll()
|
||||||
return false -- until I actually have grading working
|
return false -- until I actually have grading working
|
||||||
|
--[[
|
||||||
|
|
||||||
|
GM-roll requirements
|
||||||
|
|
||||||
|
You qualify for the GM roll if you:
|
||||||
|
- Reach level 2020
|
||||||
|
- with a grade of 50
|
||||||
|
- in less than 13:30.00 total.
|
||||||
|
|
||||||
|
]]--
|
||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:drawGrid()
|
function Marathon2020Game:drawGrid()
|
||||||
|
|||||||
@@ -11,8 +11,7 @@ MarathonA1Game.name = "Marathon A1"
|
|||||||
MarathonA1Game.hash = "MarathonA1"
|
MarathonA1Game.hash = "MarathonA1"
|
||||||
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
|
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
|
||||||
|
|
||||||
MarathonA1Game.arr = 1
|
|
||||||
MarathonA1Game.drop_speed = 1
|
|
||||||
|
|
||||||
function MarathonA1Game:new()
|
function MarathonA1Game:new()
|
||||||
MarathonA1Game.super:new()
|
MarathonA1Game.super:new()
|
||||||
@@ -34,11 +33,11 @@ function MarathonA1Game:new()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getARE()
|
function MarathonA1Game:getARE()
|
||||||
return 25
|
return 30
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getLineARE()
|
function MarathonA1Game:getLineARE()
|
||||||
return 25
|
return 27
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getDasLimit()
|
function MarathonA1Game:getDasLimit()
|
||||||
@@ -46,7 +45,7 @@ function MarathonA1Game:getDasLimit()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getLineClearDelay()
|
function MarathonA1Game:getLineClearDelay()
|
||||||
return 40
|
return 44
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getLockDelay()
|
function MarathonA1Game:getLockDelay()
|
||||||
@@ -142,12 +141,12 @@ end
|
|||||||
|
|
||||||
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * self.combo
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
self.lines = self.lines + cleared_lines
|
||||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
self.drop_bonus = 0
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
@@ -172,6 +171,9 @@ end
|
|||||||
|
|
||||||
function MarathonA1Game:drawGrid()
|
function MarathonA1Game:drawGrid()
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
|
if self.piece ~= nil and self.level < 100 then
|
||||||
|
self:drawGhostPiece(ruleset)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:drawScoringInfo()
|
function MarathonA1Game:drawScoringInfo()
|
||||||
@@ -206,7 +208,7 @@ function MarathonA1Game:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:getSectionEndLevel()
|
function MarathonA1Game:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ MarathonA2Game.name = "Marathon A2"
|
|||||||
MarathonA2Game.hash = "MarathonA2"
|
MarathonA2Game.hash = "MarathonA2"
|
||||||
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll?"
|
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll?"
|
||||||
|
|
||||||
MarathonA2Game.arr = 1
|
|
||||||
MarathonA2Game.drop_speed = 1
|
|
||||||
|
|
||||||
function MarathonA2Game:new()
|
function MarathonA2Game:new()
|
||||||
MarathonA2Game.super:new()
|
MarathonA2Game.super:new()
|
||||||
@@ -35,16 +35,16 @@ function MarathonA2Game:new()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:getARE()
|
function MarathonA2Game:getARE()
|
||||||
if self.level < 700 then return 25
|
if self.level < 700 then return 27
|
||||||
elseif self.level < 800 then return 16
|
elseif self.level < 800 then return 18
|
||||||
else return 12 end
|
else return 14 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:getLineARE()
|
function MarathonA2Game:getLineARE()
|
||||||
if self.level < 600 then return 25
|
if self.level < 600 then return 27
|
||||||
elseif self.level < 700 then return 16
|
elseif self.level < 700 then return 18
|
||||||
elseif self.level < 800 then return 12
|
elseif self.level < 800 then return 14
|
||||||
else return 6 end
|
else return 8 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:getDasLimit()
|
function MarathonA2Game:getDasLimit()
|
||||||
@@ -352,7 +352,7 @@ function MarathonA2Game:getHighscoreData()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:getSectionEndLevel()
|
function MarathonA2Game:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ MarathonA3Game.name = "Marathon A3"
|
|||||||
MarathonA3Game.hash = "MarathonA3"
|
MarathonA3Game.hash = "MarathonA3"
|
||||||
MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs?"
|
MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all the Section COOLs?"
|
||||||
|
|
||||||
MarathonA3Game.arr = 1
|
|
||||||
MarathonA3Game.drop_speed = 1
|
|
||||||
|
|
||||||
function MarathonA3Game:new()
|
function MarathonA3Game:new()
|
||||||
MarathonA3Game.super:new()
|
MarathonA3Game.super:new()
|
||||||
@@ -346,6 +346,9 @@ function MarathonA3Game:drawGrid()
|
|||||||
end
|
end
|
||||||
else
|
else
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
|
if self.piece ~= nil and self.level < 100 then
|
||||||
|
self:drawGhostPiece(ruleset)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -420,7 +423,7 @@ function MarathonA3Game:getHighscoreData()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA3Game:getSectionEndLevel()
|
function MarathonA3Game:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ MarathonL1Game.name = "Line Attack"
|
|||||||
MarathonL1Game.hash = "MarathonL1"
|
MarathonL1Game.hash = "MarathonL1"
|
||||||
MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||||
|
|
||||||
MarathonL1Game.arr = 1
|
|
||||||
MarathonL1Game.drop_speed = 1
|
|
||||||
|
|
||||||
function MarathonL1Game:new()
|
function MarathonL1Game:new()
|
||||||
MarathonL1Game.super:new()
|
MarathonL1Game.super:new()
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ PacerTest.name = "TetrisGram™ Pacer Test"
|
|||||||
PacerTest.hash = "PacerTest"
|
PacerTest.hash = "PacerTest"
|
||||||
PacerTest.tagline = ""
|
PacerTest.tagline = ""
|
||||||
|
|
||||||
PacerTest.arr = 1
|
|
||||||
PacerTest.drop_speed = 1
|
|
||||||
|
|
||||||
local function getLevelFrames(level)
|
local function getLevelFrames(level)
|
||||||
if level == 1 then return 72 * 60 / 8.0
|
if level == 1 then return 72 * 60 / 8.0
|
||||||
@@ -113,7 +113,7 @@ function PacerTest:checkSectionStatus()
|
|||||||
self.section_clear = false
|
self.section_clear = false
|
||||||
else
|
else
|
||||||
self.strikes = self.strikes + 1
|
self.strikes = self.strikes + 1
|
||||||
if self.strikes >= 200 then
|
if self.strikes >= 2 then
|
||||||
self.game_over = true
|
self.game_over = true
|
||||||
fadeoutBGM(2.5)
|
fadeoutBGM(2.5)
|
||||||
end
|
end
|
||||||
@@ -164,7 +164,7 @@ function PacerTest:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function PacerTest:getBackground()
|
function PacerTest:getBackground()
|
||||||
return self.level - 1
|
return math.min(self.level - 1, 19)
|
||||||
end
|
end
|
||||||
|
|
||||||
return PacerTest
|
return PacerTest
|
||||||
|
|||||||
@@ -11,9 +11,6 @@ PhantomManiaGame.name = "Phantom Mania"
|
|||||||
PhantomManiaGame.hash = "PhantomMania"
|
PhantomManiaGame.hash = "PhantomMania"
|
||||||
PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?"
|
PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?"
|
||||||
|
|
||||||
PhantomManiaGame.arr = 1
|
|
||||||
PhantomManiaGame.drop_speed = 1
|
|
||||||
|
|
||||||
function PhantomManiaGame:new()
|
function PhantomManiaGame:new()
|
||||||
PhantomManiaGame.super:new()
|
PhantomManiaGame.super:new()
|
||||||
|
|
||||||
@@ -102,7 +99,7 @@ end
|
|||||||
function PhantomManiaGame:onLineClear(cleared_row_count)
|
function PhantomManiaGame:onLineClear(cleared_row_count)
|
||||||
if not self.clear then
|
if not self.clear then
|
||||||
local new_level = self.level + cleared_row_count
|
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
|
if new_level >= 999 then
|
||||||
self.level = 999
|
self.level = 999
|
||||||
end
|
end
|
||||||
@@ -181,7 +178,7 @@ function PhantomManiaGame:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function PhantomManiaGame:getSectionEndLevel()
|
function PhantomManiaGame:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ PhantomMania2Game.name = "Phantom Mania 2"
|
|||||||
PhantomMania2Game.hash = "PhantomMania2"
|
PhantomMania2Game.hash = "PhantomMania2"
|
||||||
PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make it to level 1300?"
|
PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make it to level 1300?"
|
||||||
|
|
||||||
PhantomMania2Game.arr = 1
|
|
||||||
PhantomMania2Game.drop_speed = 1
|
|
||||||
|
|
||||||
function PhantomMania2Game:new()
|
function PhantomMania2Game:new()
|
||||||
PhantomMania2Game.super:new()
|
PhantomMania2Game.super:new()
|
||||||
@@ -92,7 +92,7 @@ function PhantomMania2Game:hitTorikan(old_level, new_level)
|
|||||||
self.level = 500
|
self.level = 500
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
if old_level < 800 and new_level >= 800 and self.frames > sp(4,40) then
|
if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then
|
||||||
self.level = 800
|
self.level = 800
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
@@ -155,8 +155,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:onPieceLock()
|
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
|
||||||
self:advanceBottomRow(1)
|
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:onHold()
|
function PhantomMania2Game:onHold()
|
||||||
|
|||||||
@@ -1,200 +1,16 @@
|
|||||||
require 'funcs'
|
local PhantomManiaGame = require 'tetris.modes.phantom_mania'
|
||||||
|
|
||||||
local GameMode = require 'tetris.modes.gamemode'
|
local PhantomManiaNGame = PhantomManiaGame:extend()
|
||||||
local Piece = require 'tetris.components.piece'
|
|
||||||
|
|
||||||
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."
|
|
||||||
|
|
||||||
PhantomManiaGame.arr = 1
|
|
||||||
PhantomManiaGame.drop_speed = 1
|
|
||||||
|
|
||||||
function PhantomManiaGame:new()
|
|
||||||
PhantomManiaGame.super:new()
|
|
||||||
|
|
||||||
self.lock_drop = true
|
|
||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
self.enable_hold = true
|
self.enable_hold = true
|
||||||
|
|
||||||
self.roll_frames = 0
|
|
||||||
self.combo = 1
|
|
||||||
self.randomizer = History6RollsRandomizer()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomManiaGame:getARE()
|
return PhantomManiaNGame
|
||||||
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
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ StrategyGame.name = "Strategy"
|
|||||||
StrategyGame.hash = "Strategy"
|
StrategyGame.hash = "Strategy"
|
||||||
StrategyGame.tagline = "You have lots of time to think! Can you use it to place a piece fast?"
|
StrategyGame.tagline = "You have lots of time to think! Can you use it to place a piece fast?"
|
||||||
|
|
||||||
StrategyGame.arr = 1
|
|
||||||
StrategyGame.drop_speed = 1
|
|
||||||
|
|
||||||
function StrategyGame:new()
|
function StrategyGame:new()
|
||||||
StrategyGame.super:new()
|
StrategyGame.super:new()
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ Survival2020Game.name = "Survival 2020"
|
|||||||
Survival2020Game.hash = "Survival2020"
|
Survival2020Game.hash = "Survival2020"
|
||||||
Survival2020Game.tagline = "A new time limit on the blocks! Can you handle being forced to perform under the total delay?"
|
Survival2020Game.tagline = "A new time limit on the blocks! Can you handle being forced to perform under the total delay?"
|
||||||
|
|
||||||
Survival2020Game.arr = 1
|
|
||||||
Survival2020Game.drop_speed = 1
|
|
||||||
|
|
||||||
function Survival2020Game:new()
|
function Survival2020Game:new()
|
||||||
Survival2020Game.super:new()
|
Survival2020Game.super:new()
|
||||||
@@ -36,8 +36,8 @@ function Survival2020Game:getARE()
|
|||||||
elseif self.level < 300 then return 10
|
elseif self.level < 300 then return 10
|
||||||
elseif self.level < 500 then return 6
|
elseif self.level < 500 then return 6
|
||||||
elseif self.level < 1000 then return 4
|
elseif self.level < 1000 then return 4
|
||||||
elseif self.level < 1500 then return 3
|
elseif self.level < 1500 then return 5
|
||||||
else return 2 end
|
else return 6 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Survival2020Game:getLineARE()
|
function Survival2020Game:getLineARE()
|
||||||
@@ -71,12 +71,12 @@ end
|
|||||||
|
|
||||||
function Survival2020Game:getTotalDelay()
|
function Survival2020Game:getTotalDelay()
|
||||||
if self.level < 500 then return 60
|
if self.level < 500 then return 60
|
||||||
elseif self.level < 600 then return 45 -- lock delay: 15
|
elseif self.level < 600 then return 45 -- lock delay: 13
|
||||||
elseif self.level < 700 then return 36
|
elseif self.level < 700 then return 36
|
||||||
elseif self.level < 800 then return 27
|
elseif self.level < 800 then return 27
|
||||||
elseif self.level < 900 then return 21
|
elseif self.level < 900 then return 21
|
||||||
elseif self.level < 1000 then return 15
|
elseif self.level < 1000 then return 15
|
||||||
elseif self.level < 1100 then return 36 -- lock delay: 11
|
elseif self.level < 1100 then return 36 -- lock delay: 10
|
||||||
elseif self.level < 1200 then return 27
|
elseif self.level < 1200 then return 27
|
||||||
elseif self.level < 1300 then return 21
|
elseif self.level < 1300 then return 21
|
||||||
elseif self.level < 1400 then return 15
|
elseif self.level < 1400 then return 15
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ SurvivalA1Game.name = "Survival A1"
|
|||||||
SurvivalA1Game.hash = "SurvivalA1"
|
SurvivalA1Game.hash = "SurvivalA1"
|
||||||
SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
|
SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
|
||||||
|
|
||||||
SurvivalA1Game.arr = 1
|
|
||||||
SurvivalA1Game.drop_speed = 1
|
|
||||||
|
|
||||||
function SurvivalA1Game:new()
|
function SurvivalA1Game:new()
|
||||||
SurvivalA1Game.super:new()
|
SurvivalA1Game.super:new()
|
||||||
@@ -34,11 +34,11 @@ function SurvivalA1Game:new()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getARE()
|
function SurvivalA1Game:getARE()
|
||||||
return 25
|
return 30
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getLineARE()
|
function SurvivalA1Game:getLineARE()
|
||||||
return 25
|
return 27
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getDasLimit()
|
function SurvivalA1Game:getDasLimit()
|
||||||
@@ -46,7 +46,7 @@ function SurvivalA1Game:getDasLimit()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getLineClearDelay()
|
function SurvivalA1Game:getLineClearDelay()
|
||||||
return 40
|
return 44
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getLockDelay()
|
function SurvivalA1Game:getLockDelay()
|
||||||
@@ -141,9 +141,6 @@ end
|
|||||||
|
|
||||||
function SurvivalA1Game:drawGrid()
|
function SurvivalA1Game:drawGrid()
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
if self.piece ~= nil and self.level < 100 then
|
|
||||||
self:drawGhostPiece(ruleset)
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:drawScoringInfo()
|
function SurvivalA1Game:drawScoringInfo()
|
||||||
@@ -178,7 +175,7 @@ function SurvivalA1Game:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:getSectionEndLevel()
|
function SurvivalA1Game:getSectionEndLevel()
|
||||||
if self.level > 900 then return 999
|
if self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ SurvivalA2Game.name = "Survival A2"
|
|||||||
SurvivalA2Game.hash = "SurvivalA2"
|
SurvivalA2Game.hash = "SurvivalA2"
|
||||||
SurvivalA2Game.tagline = "The game starts fast and only gets faster!"
|
SurvivalA2Game.tagline = "The game starts fast and only gets faster!"
|
||||||
|
|
||||||
SurvivalA2Game.arr = 1
|
|
||||||
SurvivalA2Game.drop_speed = 1
|
|
||||||
|
|
||||||
function SurvivalA2Game:new()
|
function SurvivalA2Game:new()
|
||||||
SurvivalA2Game.super:new()
|
SurvivalA2Game.super:new()
|
||||||
@@ -46,7 +46,7 @@ function SurvivalA2Game:getDasLimit()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:getLineClearDelay()
|
function SurvivalA2Game:getLineClearDelay()
|
||||||
return self:getLineARE()
|
return self:getLineARE() - 2
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:getLockDelay()
|
function SurvivalA2Game:getLockDelay()
|
||||||
@@ -148,7 +148,7 @@ end
|
|||||||
|
|
||||||
function SurvivalA2Game:getSectionEndLevel()
|
function SurvivalA2Game:getSectionEndLevel()
|
||||||
if self.clear then return self.level
|
if self.clear then return self.level
|
||||||
elseif self.level > 900 then return 999
|
elseif self.level >= 900 then return 999
|
||||||
else return math.floor(self.level / 100 + 1) * 100 end
|
else return math.floor(self.level / 100 + 1) * 100 end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -11,8 +11,8 @@ SurvivalA3Game.name = "Survival A3"
|
|||||||
SurvivalA3Game.hash = "SurvivalA3"
|
SurvivalA3Game.hash = "SurvivalA3"
|
||||||
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
||||||
|
|
||||||
SurvivalA3Game.arr = 1
|
|
||||||
SurvivalA3Game.drop_speed = 1
|
|
||||||
|
|
||||||
function SurvivalA3Game:new()
|
function SurvivalA3Game:new()
|
||||||
SurvivalA3Game.super:new()
|
SurvivalA3Game.super:new()
|
||||||
@@ -141,8 +141,8 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA3Game:onPieceLock()
|
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
|
||||||
self:advanceBottomRow(1)
|
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
|
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
|||||||
18
tetris/randomizers/always.lua
Normal file
18
tetris/randomizers/always.lua
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
local Randomizer = require 'tetris.randomizers.randomizer'
|
||||||
|
|
||||||
|
local AlwaysRandomizer = Randomizer:extend()
|
||||||
|
|
||||||
|
function AlwaysRandomizer:new(piece)
|
||||||
|
self.piece = piece
|
||||||
|
self:initialize()
|
||||||
|
self.next_queue = {}
|
||||||
|
for i = 1, 30 do
|
||||||
|
table.insert(self.next_queue, self:generatePiece())
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function AlwaysRandomizer:generatePiece()
|
||||||
|
return self.piece
|
||||||
|
end
|
||||||
|
|
||||||
|
return AlwaysRandomizer
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
|
||||||
|
|
||||||
local AlwaysORandomizer = Randomizer:extend()
|
|
||||||
|
|
||||||
function AlwaysORandomizer:generatePiece()
|
|
||||||
return "O"
|
|
||||||
end
|
|
||||||
|
|
||||||
return AlwaysORandomizer
|
|
||||||
Reference in New Issue
Block a user