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Author SHA1 Message Date
Joe Zeng
c4ba80b60d Fixed a roll level bug in Phantom Mania. (#18)
Also refactored Phantom Mania N so that any changes made to regular Phantom Mania get applied automatically.
2019-06-09 09:14:43 -04:00
Joe Zeng
2ba957f65a Updated the README with instructions for running the trunk release. 2019-06-04 11:44:39 -04:00
Joe Zeng
321de8564c Background 20 doesn't exist!
Should _actually_ fix #1 this time.
2019-06-03 23:16:24 -04:00
Joe Zeng
96ac054cf6 Stopped bottom-row garbage from clearing 5 lines. (#16)
Resolves #15.

1) Cleared row count is marked before the onPieceLock method is called, letting the piece lock procedure react to the count of rows the piece is about to clear. (In practice, only 0 and non-0 will be different.)

2) The modes with bottom-row garbage will not advance the garbage counter when the piece is about to clear lines, as should be the case.

Also included:

3) Changed the Always O Randomizer to the Always Randomizer that takes which piece it should "always" produce as an argument in the constructor.

4) Fixed the torikan for level 800 in Phantom Mania 2. It should have been 4:45, not 4:40.
2019-06-03 23:12:48 -04:00
Joe Zeng
b7fc51f4bd Made the coding convention examples a little more expressive. 2019-06-01 23:41:36 -04:00
Joe Z
04ccd628be Fixed up the docs. 2019-05-31 23:59:04 -04:00
15 changed files with 134 additions and 575 deletions

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@@ -6,6 +6,7 @@ Coding conventions
* 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: * 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:
```lua ```lua
---- 4 spaces
if self.level < 900 then return 12 if self.level < 900 then return 12
elseif self.level < 1200 then return 8 elseif self.level < 1200 then return 8
else return 6 end else return 6 end
@@ -15,8 +16,10 @@ Coding conventions
```lua ```lua
if self.piece:isDropBlocked(self.grid) then if self.piece:isDropBlocked(self.grid) then
-- for bottomed out pieces, decrease the drop bonus if they stall on dropping it -- this is a comment that appears in a block of its own, separate from any code
self.drop_bonus = math.min(self.drop_bonus - 1, 0) -- by 1 point per frame -- 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 else
if piece_dy >= 1 then -- basically if piece_dy >= 1 then -- basically
self.drop_bonus = self.drop_bonus + piece_dy * 20 -- this sort of self.drop_bonus = self.drop_bonus + piece_dy * 20 -- this sort of
@@ -27,6 +30,17 @@ Coding conventions
* 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
------------------------------- -------------------------------

View File

@@ -1,5 +1,3 @@
The code in Cambridge is licensed under the MIT license.
Copyright (c) 2018-2019 Joe Zeng Copyright (c) 2018-2019 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
@@ -18,12 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 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
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@@ -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.

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@@ -22,9 +22,29 @@ 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 2020**: It only gets worse. Beware of bone blocks! * **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 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.
PHANTOM MANIA
-------------
Modes where pieces turn invisible as soon as you lock them. One of Cambridge's signature features.
* **Phantom Mania**: The classic invisible mode from Nullpomino. Can you handle 999 levels of "the M roll"?
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
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?

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@@ -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]

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@@ -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.

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@@ -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 |

View File

@@ -145,18 +145,18 @@ function GameMode:update(inputs, ruleset)
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()
@@ -191,7 +191,7 @@ 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

View File

@@ -164,7 +164,7 @@ function PacerTest:drawScoringInfo()
end end
function PacerTest:getBackground() function PacerTest:getBackground()
return math.min(self.level - 1, 20) return math.min(self.level - 1, 19)
end end
return PacerTest return PacerTest

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@@ -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?"
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

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@@ -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()

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@@ -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."
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

View File

@@ -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)

View 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

View File

@@ -1,9 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local AlwaysORandomizer = Randomizer:extend()
function AlwaysORandomizer:generatePiece()
return "O"
end
return AlwaysORandomizer