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40 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
f52da36bf7 TGM3 cool system change 2020-11-06 14:01:28 -05:00
Ishaan Bhardwaj
76142c1dff More Green Orange line 2020-11-05 16:21:58 -05:00
Ishaan Bhardwaj
a3458e2413 Fix Arika SRS 2020-11-04 22:46:45 -05:00
Ishaan Bhardwaj
7eba9c012f Merge branch 'master' of https://github.com/sashlilac/cambridge 2020-11-04 16:58:11 -05:00
Ishaan Bhardwaj
4d2868b7b6 Small changes. 2020-11-04 16:57:44 -05:00
Ishaan Bhardwaj
2e6fcd232b Update README.md 2020-11-04 08:42:42 -05:00
Ishaan Bhardwaj
10833f2ec1 Score drain changes 2020-11-03 23:20:41 -05:00
Ishaan Bhardwaj
abb2b9491e Preparing for v0.2.1 2020-11-03 23:04:47 -05:00
Ishaan Bhardwaj
062ab2005e v0.2 release commit - hold piece darken 2020-11-03 16:56:08 -05:00
Ishaan Bhardwaj
468025fc80 last commit to core modes before release 2020-11-03 12:17:36 -05:00
Ishaan Bhardwaj
c8544975d6 Fix interval training 2020-11-03 11:55:30 -05:00
Ishaan Bhardwaj
6776229bfb Small push to Cambridge modes 2020-11-03 11:52:52 -05:00
Ishaan Bhardwaj
84b4dc5073 World Bone Blocks 2020-11-03 10:58:21 -05:00
Ishaan Bhardwaj
35dafb6615 keep leaving debug code in new commits 2020-11-02 22:51:16 -05:00
Ishaan Bhardwaj
3641d85fcb Major changes, including modpack support 2020-11-02 22:47:58 -05:00
Ishaan Bhardwaj
9b89c4d1de G/O line fix 2020-11-02 21:17:13 -05:00
Ishaan Bhardwaj
2dba120919 Green line and orange line for TAP Master 2020-11-02 20:43:10 -05:00
Ishaan Bhardwaj
9224f271b1 Hotfix for last 2020-11-02 16:20:22 -05:00
Ishaan Bhardwaj
febb5d546c Score overhauls 2020-11-02 16:12:05 -05:00
Ishaan Bhardwaj
c6482c423e 4w optimization and green/orange line adding for applicable modes 2020-11-02 13:46:16 -05:00
Ishaan Bhardwaj
6beb313c6b Debug fixes 2020-11-02 12:44:15 -05:00
Ishaan Bhardwaj
eb70f55b6e TGM2 fixes and cool fixes 2020-11-02 12:21:12 -05:00
Ishaan Bhardwaj
0badcde9ad Basset: the only person to leave debug code in a repo 2020-11-01 13:44:35 -05:00
Ishaan Bhardwaj
6f39b591d3 Hotfix for TGM+ 2020-11-01 13:28:13 -05:00
Ishaan Bhardwaj
129237f0b0 TGM+ 2020-11-01 13:24:52 -05:00
Ishaan Bhardwaj
741c246244 second lol 2020-11-01 12:04:07 -05:00
Ishaan Bhardwaj
b5937af8b2 lol 2020-11-01 12:01:26 -05:00
Ishaan Bhardwaj
33b8533d8e Fixes to TAP M-roll requirements 2020-11-01 11:06:43 -05:00
Ishaan Bhardwaj
69959ff687 TA Death level advance formula is very bugged 2020-10-30 21:36:05 -04:00
Ishaan Bhardwaj
f91cd99dfd Minor fixes to TGM modes 2020-10-30 21:28:39 -04:00
Ishaan Bhardwaj
be59727ca5 Some demon mode fixes 2020-10-30 13:09:49 -04:00
Ishaan Bhardwaj
cca295066c Fix. 2020-10-29 23:05:49 -04:00
Ishaan Bhardwaj
f2862b4d93 Some score fixes for core TGM modes 2020-10-29 23:03:54 -04:00
Ishaan Bhardwaj
2aafd30253 Fixed secret grade detection 2020-10-29 22:14:34 -04:00
Ishaan Bhardwaj
b27ba335ba Improved secret grade 2020-10-29 21:40:50 -04:00
Ishaan Bhardwaj
33244736b8 Secret grade for sprint? Also ARR and DAS change so remember to change it in the lua file 2020-10-29 20:56:18 -04:00
Ishaan Bhardwaj
285108ca08 ACTUALLY fixed TI Master torikan 2020-10-26 14:07:09 -04:00
Ishaan Bhardwaj
4b1fed727c Update marathon_a3.lua 2020-10-26 14:03:09 -04:00
Ishaan Bhardwaj
9fca272e8d Update ck.lua 2020-10-24 09:12:12 -04:00
Ishaan Bhardwaj
5a21c8244b Update README.md 2020-10-23 21:28:32 -04:00
36 changed files with 1329 additions and 369 deletions

View File

@@ -12,40 +12,24 @@ Join our Discord server for help and a welcoming community! https://discord.gg/m
Credits Credits
------- -------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for their amazing contributions to my life in general! - [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting! - [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
- [joezeng](https://github.com/joezeng) for the original project. - [joezeng](https://github.com/joezeng) for the original project.
- [Hailey](https://github.com/haileylgbt) for some miscellaneous assets.
- MarkGamed7794 for some miscellaneous contributions. The following people in no particular order also helped with the project:
- Mizu for the Cambridge logo and the [Cambridge launcher](https://github.com/rexxt/cambridge-launcher). - [Hailey](https://github.com/haileylgbt)
- MattMayuga for the Cambridge banner. - CylinderKnot
- MarkGamed7794
- [Mizu](https://github.com/rexxt)
- MattMayuga
- Kitaru
- switchpalacecorner
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png) ![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
Installation instructions Playing the game
------------------------- ----------------
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 [Homebrew](https://brew.sh), 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 ### macOS, Linux
@@ -55,12 +39,27 @@ Clone the repository in git:
git clone https://github.com/SashLilac/cambridge git clone https://github.com/SashLilac/cambridge
Alternatively, download the source code ZIP in the latest release.
Then, navigate to the root directory that you just cloned, and type: Then, navigate to the root directory that you just cloned, and type:
love . love .
It should run automatically! It should run automatically!
## Windows
You do not need LÖVE on Windows, as it comes bundled with the program. Download the source code ZIP in the latest release, or if you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
dist\windows\love.exe .
Alternatively, if you're on a 32-bit system, run this instead:
dist\win32\love.exe .
32-bit systems do not support rich presence integration.
License License
------- -------

View File

@@ -80,4 +80,4 @@ misc_graphics = {
go = love.graphics.newImage("res/img/go.png"), go = love.graphics.newImage("res/img/go.png"),
select_mode = love.graphics.newImage("res/img/select_mode.png"), select_mode = love.graphics.newImage("res/img/select_mode.png"),
strike = love.graphics.newImage("res/img/strike.png"), strike = love.graphics.newImage("res/img/strike.png"),
} }

View File

@@ -30,6 +30,28 @@ function love.load()
if config.current_ruleset then current_ruleset = config.current_ruleset end if config.current_ruleset then current_ruleset = config.current_ruleset end
scene = TitleScene() scene = TitleScene()
end end
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
--sort mode/rule lists
local function padnum(d) return ("%03d%s"):format(#d, d) end
table.sort(game_modes, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
table.sort(rulesets, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
end end
local TARGET_FPS = 60 local TARGET_FPS = 60

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@@ -5,44 +5,6 @@ ModeSelectScene.title = "Game Start"
current_mode = 1 current_mode = 1
current_ruleset = 1 current_ruleset = 1
game_modes = {
require 'tetris.modes.marathon_2020',
require 'tetris.modes.survival_2020',
require 'tetris.modes.ck',
--require 'tetris.modes.strategy',
--require 'tetris.modes.interval_training',
--require 'tetris.modes.pacer_test',
require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n',
require 'tetris.modes.race_40',
require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax4',
require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3',
require 'tetris.modes.big_a2',
require 'tetris.modes.konoha',
}
rulesets = {
require 'tetris.rulesets.cambridge',
require 'tetris.rulesets.arika',
require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.ti_srs',
require 'tetris.rulesets.arika_ace',
require 'tetris.rulesets.arika_ace2',
require 'tetris.rulesets.arika_srs',
require 'tetris.rulesets.standard_exp',
--require 'tetris.rulesets.bonkers',
--require 'tetris.rulesets.shirase',
--require 'tetris.rulesets.super302',
}
function ModeSelectScene:new() function ModeSelectScene:new()
self.menu_state = { self.menu_state = {
mode = current_mode, mode = current_mode,
@@ -70,14 +32,14 @@ function ModeSelectScene:render()
elseif self.menu_state.select == "ruleset" then elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25) love.graphics.setColor(1, 1, 1, 0.25)
end end
love.graphics.rectangle("fill", 20, 78 + 20 * self.menu_state.mode, 240, 22) love.graphics.rectangle("fill", 20, 258, 240, 22)
if self.menu_state.select == "mode" then if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25) love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
end end
love.graphics.rectangle("fill", 340, 78 + 20 * self.menu_state.ruleset, 200, 22) love.graphics.rectangle("fill", 340, 258, 200, 22)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -85,10 +47,14 @@ function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do for idx, mode in pairs(game_modes) do
love.graphics.printf(mode.name, 40, 80 + 20 * idx, 200, "left") if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end
end end
for idx, ruleset in pairs(rulesets) do for idx, ruleset in pairs(rulesets) do
love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left") if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end end
end end

View File

@@ -4,6 +4,7 @@ local Grid = Object:extend()
local empty = { skin = "", colour = "" } local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" } local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "X" }
function Grid:new() function Grid:new()
self.grid = {} self.grid = {}
@@ -141,14 +142,34 @@ function Grid:copyBottomRow()
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty} self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0} self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do for col = 1, 10 do
self.grid[24][col] = (self.grid[23][col] == empty) and empty or { self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
skin = self.grid[23][col].skin,
colour = "X"
}
end end
return true return true
end end
function Grid:garbageRise(row_vals)
for row = 1, 23 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
end
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do
self.grid[24][col] = (row_vals[col] == "e") and empty or block
end
end
function Grid:applyFourWide()
for row = 1, 24 do
local x = self.grid[row]
x[1] = x[1]~=block and block or x[1]
x[2] = x[2]~=block and block or x[2]
x[3] = x[3]~=block and block or x[3]
x[8] = x[8]~=block and block or x[8]
x[9] = x[9]~=block and block or x[9]
x[10] = x[10]~=block and block or x[10]
end
end
function Grid:applyPiece(piece) function Grid:applyPiece(piece)
if piece.big then if piece.big then
self:applyBigPiece(piece) self:applyBigPiece(piece)
@@ -214,9 +235,9 @@ function Grid:checkSecretGrade()
validLine = false validLine = false
end end
if(validLine) then if(validLine) then
sgrade = sgrade + 1 sgrade = sgrade + 1
else else
-- return sgrade return sgrade
end end
end end
--[[ --[[
@@ -239,7 +260,7 @@ function Grid:update()
end end
function Grid:draw() function Grid:draw()
for y = 1, 24 do for y = 5, 24 do
for x = 1, 10 do for x = 1, 10 do
if self.grid[y][x] ~= empty then if self.grid[y][x] ~= empty then
if self.grid_age[y][x] < 1 then if self.grid_age[y][x] < 1 then
@@ -271,7 +292,7 @@ function Grid:draw()
end end
function Grid:drawInvisible(opacity_function, garbage_opacity_function) function Grid:drawInvisible(opacity_function, garbage_opacity_function)
for y = 1, 24 do for y = 5, 24 do
for x = 1, 10 do for x = 1, 10 do
if self.grid[y][x] ~= empty then if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then if self.grid[y][x].colour == "X" then

View File

@@ -98,7 +98,7 @@ end
function Piece:dropToBottom(grid) function Piece:dropToBottom(grid)
local piece_y = self.position.y local piece_y = self.position.y
self:dropSquares(24, grid) self:dropSquares(math.huge, grid)
self.gravity = 0 self.gravity = 0
if self.position.y > piece_y then if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay -- if it got dropped any, also reset lock delay

39
tetris/modes/4wide.lua Normal file
View File

@@ -0,0 +1,39 @@
require 'funcs'
local SurvivalA3Game = require 'tetris.modes.survival_a3'
local FourWideGame = SurvivalA3Game:extend()
FourWideGame.name = "4-wide Simulator"
FourWideGame.hash = "4wide"
FourWideGame.tagline = "The board has gotten narrower! Can you survive the increasing speeds?"
function FourWideGame:initialize(ruleset)
self.super:initialize(ruleset)
self.grid:applyFourWide()
end
local cleared_row_levels = {1, 2, 4, 6}
function FourWideGame:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.roll_frames = -150
else
self.game_over = true
end
else
self.level = math.min(new_level, 1300)
end
self:advanceBottomRow(-cleared_row_count)
end
self.grid:applyFourWide()
end
return FourWideGame

View File

@@ -19,13 +19,10 @@ function MarathonA2Game:new()
self.big_mode = true self.big_mode = true
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0 self.grade = 0
self.grade_points = 0 self.grade_points = 0
self.grade_point_decay_counter = 0 self.grade_point_decay_counter = 0
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
@@ -103,11 +100,9 @@ end
function MarathonA2Game:advanceOneFrame() function MarathonA2Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then if self.roll_frames > 3694 then
self.completed = true self.completed = true
if self.grade == 32 then
self.grade = 33
end
end end
elseif self.ready_frames == 0 then elseif self.ready_frames == 0 then
self.frames = self.frames + 1 self.frames = self.frames + 1
@@ -123,43 +118,29 @@ end
function MarathonA2Game:onLineClear(cleared_row_count) function MarathonA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2 cleared_row_count = cleared_row_count / 2
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999) self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then if self.level == 999 and not self.clear then
self.clear = true self.clear = true
if self:qualifiesForMRoll() then
self.grade = 32
end
self.grid:clear() self.grid:clear()
self.roll_frames = -150 self.roll_frames = -150
end end
end end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines) function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end if not self.clear then
cleared_lines = cleared_lines / 2 cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines) self:updateGrade(cleared_lines)
if cleared_lines > 0 then if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * self.combo * self.bravo self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo * self.bravo
self.combo = self.combo + 2 * (cleared_lines - 1) )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA2Game:updateSectionTimes(old_level, new_level)
if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) or
new_level >= 999 then
-- record new section
section_time = self.frames - self.section_start_time
self.section_times[math.floor(old_level / 100)] = section_time
self.section_start_time = self.frames
end end
end end
@@ -224,7 +205,7 @@ local grade_conversion = {
1, 2, 3, 4, 5, 5, 6, 6, 7, 7, 1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12, 7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17, 18, 19 17
} }
function MarathonA2Game:updateGrade(cleared_lines) function MarathonA2Game:updateGrade(cleared_lines)
@@ -249,49 +230,12 @@ function MarathonA2Game:updateGrade(cleared_lines)
end end
end end
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
function MarathonA2Game:qualifiesForMRoll()
if not self.clear then return false end
-- tetris requirements
for section = 0, 9 do
if self.section_tetrises[section] < tetris_requirements[section] then
return false
end
end
-- section time requirements
local section_average = 0
for section = 0, 4 do
section_average = section_average + self.section_times[section]
if self.section_times[section] > frameTime(1,05) then
return false
end
end
-- section time average requirements
if self.section_times[5] > section_average / 5 then
return false
end
for section = 6, 9 do
if self.section_times[section] > self.section_times[section - 1] + 120 then
return false
end
end
if self.grade < 17 or self.frames > frameTime(8,45) then
return false
end
return true
end
function MarathonA2Game:getLetterGrade() function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade] local grade = grade_conversion[self.grade]
if grade < 9 then if grade < 9 then
return tostring(9 - grade) return tostring(9 - grade)
elseif grade < 18 then elseif grade < 18 then
return "S" .. tostring(grade - 8) return "S" .. tostring(grade - 8)
elseif grade == 18 then
return "M"
else
return "GM"
end end
end end
@@ -301,18 +245,9 @@ MarathonA2Game.rollOpacityFunction = function(age)
else return 1 - (age - 240) / 60 end else return 1 - (age - 240) / 60 end
end end
MarathonA2Game.mRollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function MarathonA2Game:drawGrid(ruleset) function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then if self.clear and not (self.completed or self.game_over) then
if self:qualifiesForMRoll() then self.grid:drawInvisible(self.rollOpacityFunction)
self.grid:drawInvisible(self.mRollOpacityFunction)
else
self.grid:drawInvisible(self.rollOpacityFunction)
end
else else
self.grid:draw() self.grid:draw()
if self.piece ~= nil and self.level < 100 then if self.piece ~= nil and self.level < 100 then
@@ -336,7 +271,10 @@ function MarathonA2Game:drawScoringInfo()
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")

View File

@@ -172,16 +172,17 @@ function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
end end
function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines) function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -308,7 +309,7 @@ end
function SurvivalCKGame:getHighscoreData() function SurvivalCKGame:getHighscoreData()
return { return {
grade = self:getLetterGrade(), grade = self.grade,
level = self.level, level = self.level,
frames = self.frames, frames = self.frames,
} }

View File

@@ -167,6 +167,7 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
else else
self.level = math.min(new_level, 2500) self.level = math.min(new_level, 2500)
self.skip_failed = true self.skip_failed = true
self.grade = self.grade + 1
end end
-- record new section -- record new section
section_time = self.frames - self.section_start_time section_time = self.frames - self.section_start_time
@@ -178,6 +179,7 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
self.level = 500 self.level = 500
self.game_over = true self.game_over = true
end end
self.grade = math.min(self.grade + 1, 4)
end end
else else
self.level = math.min(new_level, 2500) self.level = math.min(new_level, 2500)
@@ -185,16 +187,17 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
end end
function DemonModeGame:updateScore(level, drop_bonus, cleared_lines) function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end

View File

@@ -366,7 +366,8 @@ function GameMode:drawNextQueue(ruleset)
end end
end end
if self.hold_queue ~= nil then if self.hold_queue ~= nil then
self:setHoldOpacity() local hold_color = self.held and 0.6 or 1
self:setHoldOpacity(1, hold_color)
drawPiece( drawPiece(
self.hold_queue.shape, self.hold_queue.shape,
self.hold_queue.skin, self.hold_queue.skin,
@@ -377,8 +378,16 @@ function GameMode:drawNextQueue(ruleset)
return false return false
end end
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end function GameMode:setNextOpacity(i, j)
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:setHoldOpacity(i, j)
i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:drawScoringInfo() function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)

View File

@@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode' local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local IntervalTrainingGame = GameMode:extend() local IntervalTrainingGame = GameMode:extend()
@@ -15,11 +15,12 @@ IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goe
function IntervalTrainingGame:new() function IntervalTrainingGame:new()
self.level = 0
IntervalTrainingGame.super:new() IntervalTrainingGame.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.section_time_limit = 1800
self.section_start_time = 0 self.section_start_time = 0
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.lock_drop = true self.lock_drop = true
@@ -27,20 +28,26 @@ function IntervalTrainingGame:new()
self.next_queue_length = 3 self.next_queue_length = 3
end end
function IntervalTrainingGame:initialize(ruleset)
self.section_time_limit = 1800
if ruleset.world then self.section_time_limit = 37 * 60 end
self.super.initialize(self, ruleset)
end
function IntervalTrainingGame:getARE() function IntervalTrainingGame:getARE()
return 4 return 6
end end
function IntervalTrainingGame:getLineARE() function IntervalTrainingGame:getLineARE()
return 4 return 6
end end
function IntervalTrainingGame:getDasLimit() function IntervalTrainingGame:getDasLimit()
return 6 return 7
end end
function IntervalTrainingGame:getLineClearDelay() function IntervalTrainingGame:getLineClearDelay()
return 6 return 4
end end
function IntervalTrainingGame:getLockDelay() function IntervalTrainingGame:getLockDelay()
@@ -61,7 +68,6 @@ function IntervalTrainingGame:advanceOneFrame()
if self.roll_frames > 2968 then if self.roll_frames > 2968 then
self.completed = true self.completed = true
end end
return false
elseif self.ready_frames == 0 then elseif self.ready_frames == 0 then
self.frames = self.frames + 1 self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then if self:getSectionTime() >= self.section_time_limit then
@@ -72,14 +78,15 @@ function IntervalTrainingGame:advanceOneFrame()
end end
function IntervalTrainingGame:onPieceEnter() function IntervalTrainingGame:onPieceEnter()
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1 self.level = self.level + 1
end end
end end
function IntervalTrainingGame:onLineClear(cleared_row_count) function IntervalTrainingGame:onLineClear(cleared_row_count)
local cleared_level_bonus = {1, 2, 4, 6}
if not self.clear then if not self.clear then
local new_level = self.level + cleared_row_count local new_level = self.level + cleared_level_bonus[cleared_row_count]
self:updateSectionTimes(self.level, new_level) self:updateSectionTimes(self.level, new_level)
self.level = math.min(new_level, 999) self.level = math.min(new_level, 999)
if self.level == 999 then if self.level == 999 then
@@ -97,12 +104,10 @@ function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
-- record new section -- record new section
table.insert(self.section_times, self:getSectionTime()) table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames self.section_start_time = self.frames
else
self.level = math.min(new_level, 999)
end end
end end
function IntervalTrainingGame:drawGrid(ruleset) function IntervalTrainingGame:drawGrid()
self.grid:draw() self.grid:draw()
end end
@@ -123,7 +128,7 @@ function IntervalTrainingGame:drawScoringInfo()
strTrueValues(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left") if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local current_section = math.floor(self.level / 100) + 1 local current_section = math.floor(self.level / 100) + 1
@@ -134,10 +139,10 @@ function IntervalTrainingGame:drawScoringInfo()
-- draw time left, flash red if necessary -- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1) love.graphics.setColor(1, 0.3, 0.3, 1)
end end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")

View File

@@ -36,6 +36,8 @@ function Marathon2020Game:new()
self.grade_points = 0 self.grade_points = 0
self.grade_point_decay_counter = 0 self.grade_point_decay_counter = 0
self.max_grade_points = 0 self.max_grade_points = 0
self.cool_timer = 0
end end
function Marathon2020Game:getARE() function Marathon2020Game:getARE()
@@ -327,6 +329,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
self.section_cool_count = self.section_cool_count + 1 self.section_cool_count = self.section_cool_count + 1
self.delay_level = math.min(20, self.delay_level + 1) self.delay_level = math.min(20, self.delay_level + 1)
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")
self.cool_timer = 300
end end
local section = getSectionForLevel(old_level) local section = getSectionForLevel(old_level)
@@ -430,6 +433,11 @@ function Marathon2020Game:drawScoringInfo()
self:drawSectionTimesWithSecondary(current_section) self:drawSectionTimesWithSecondary(current_section)
if (self.cool_timer > 0) then
love.graphics.printf("COOL!!", 64, 400, 160, "center")
self.cool_timer = self.cool_timer - 1
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left") love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
love.graphics.printf(self.grade_points, text_x, 220, 90, "left") love.graphics.printf(self.grade_points, text_x, 220, 90, "left")

View File

@@ -137,44 +137,44 @@ function MarathonA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count) self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999) local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 then if new_level == 999 then
self.clear = true self.clear = true
else
self.level = new_level
end end
self.level = new_level
end end
end end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines) function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then if not self.clear then
self.bravo = 4 if self.grid:checkForBravo(cleared_lines) then
self.bravos = self.bravos + 1 self.bravo = 4
else self.bravo = 1 end self.bravos = self.bravos + 1
if cleared_lines > 0 then else self.bravo = 1 end
self.combo = self.combo + (cleared_lines - 1) * 2 if cleared_lines > 0 then
self.score = self.score + ( self.combo = self.combo + (cleared_lines - 1) * 2
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.score = self.score + (
cleared_lines * self.combo * self.bravo (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
) cleared_lines * self.combo * self.bravo
self.lines = self.lines + cleared_lines )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
function MarathonA1Game:checkGMRequirements(old_level, new_level) function MarathonA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then if old_level < 300 and new_level >= 300 then
if self.score > 12000 and self.frames <= frameTime(4,15) then if self.score >= 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true self.gm_conditions["level300"] = true
end end
elseif old_level < 500 and new_level >= 500 then elseif old_level < 500 and new_level >= 500 then
if self.score > 40000 and self.frames <= frameTime(7,30) then if self.score >= 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true self.gm_conditions["level500"] = true
end end
elseif old_level < 999 and new_level >= 999 then elseif old_level < 999 and new_level >= 999 then
if self.score > 126000 and self.frames <= frameTime(13,30) then if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level900"] = true self.gm_conditions["level999"] = true
end end
end end
end end
@@ -210,7 +210,7 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
love.graphics.printf("GM", 240, 140, 90, "left") love.graphics.printf("GM", 240, 140, 90, "left")
else else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left") love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")

View File

@@ -16,7 +16,7 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
function MarathonA2Game:new() function MarathonA2Game:new()
MarathonA2Game.super:new() MarathonA2Game.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
@@ -32,8 +32,6 @@ function MarathonA2Game:new()
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM" "GM"
} }
self.randomizer = History6RollsRandomizer()
self.lock_drop = false self.lock_drop = false
self.enable_hold = false self.enable_hold = false
@@ -109,6 +107,7 @@ end
function MarathonA2Game:advanceOneFrame() function MarathonA2Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then if self.roll_frames > 3694 then
self.completed = true self.completed = true
if self.grade == 32 then if self.grade == 32 then
@@ -127,35 +126,33 @@ function MarathonA2Game:onPieceEnter()
end end
end end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
end
function MarathonA2Game:onLineClear(cleared_row_count) function MarathonA2Game:onLineClear(cleared_row_count)
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999) self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then if self.level == 999 and not self.clear then
self.clear = true self.clear = true
if self:qualifiesForMRoll() then
self.grade = 32
end
self.grid:clear() self.grid:clear()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150 self.roll_frames = -150
end end
end end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
cleared_lines * self.combo * self.bravo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA2Game:updateSectionTimes(old_level, new_level) function MarathonA2Game:updateSectionTimes(old_level, new_level)
if self.clear then return end if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) or if math.floor(old_level / 100) < math.floor(new_level / 100) or
@@ -253,7 +250,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
end end
end end
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 } local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
function MarathonA2Game:qualifiesForMRoll() function MarathonA2Game:qualifiesForMRoll()
if not self.clear then return false end if not self.clear then return false end
@@ -280,7 +277,7 @@ function MarathonA2Game:qualifiesForMRoll()
return false return false
end end
end end
if self.grade < 17 or self.frames > frameTime(9,30) then if self.grade < 31 or self.frames > frameTime(8,45) then
return false return false
end end
return true return true
@@ -344,7 +341,17 @@ function MarathonA2Game:drawScoringInfo()
end end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
if self.clear then
if self:qualifiesForMRoll() then
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
else
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
end
end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")

View File

@@ -16,8 +16,8 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
function MarathonA3Game:new() function MarathonA3Game:new()
MarathonA3Game.super:new() MarathonA3Game.super:new()
self.speed_level = 0 self.speed_level = 0
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
self.grade = 0 self.grade = 0
@@ -29,6 +29,7 @@ function MarathonA3Game:new()
self.section_start_time = 0 self.section_start_time = 0
self.section_70_times = { [0] = 0 } self.section_70_times = { [0] = 0 }
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.section_cool = false
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
@@ -45,6 +46,8 @@ self.SGnames = {
self.coolregret_message = "COOL!!" self.coolregret_message = "COOL!!"
self.coolregret_timer = 0 self.coolregret_timer = 0
self.torikan_passed = false
end end
function MarathonA3Game:getARE() function MarathonA3Game:getARE()
@@ -149,6 +152,7 @@ function MarathonA3Game:onPieceEnter()
self:updateSectionTimes(self.level, self.level + 1) self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1 self.level = self.level + 1
self.speed_level = self.speed_level + 1 self.speed_level = self.speed_level + 1
self.torikan_passed = self.level >= 500 and true or false
end end
end end
@@ -166,10 +170,10 @@ function MarathonA3Game:onLineClear(cleared_row_count)
self.grid:clear() self.grid:clear()
self.roll_frames = -150 self.roll_frames = -150
end end
if self.level >= 500 and self.frames >= 25200 then if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
self.level = 500 self.level = 500
self.game_over = true self.game_over = true
end end
end end
local cool_cutoffs = { local cool_cutoffs = {
@@ -192,48 +196,53 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames self.section_start_time = self.frames
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
if section_time > regret_cutoffs[section] then if section_time > regret_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade - 1 self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret") table.insert(self.section_status, "regret")
self.coolregret_message = "REGRET!!" self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300 self.coolregret_timer = 300
elseif section <= 9 and self.section_status[section - 1] == "cool" and elseif self.section_cool then
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool_grade = self.section_cool_grade + 1 self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool")
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
else else
table.insert(self.section_status, "none") table.insert(self.section_status, "none")
end end
elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
self.section_cool = false
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
-- record section 70 time -- record section 70 time
section_70_time = self.frames - self.section_start_time section_70_time = self.frames - self.section_start_time
table.insert(self.section_70_times, section_70_time) table.insert(self.section_70_times, section_70_time)
if section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
end
end end
end end
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines) function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
self:updateGrade(cleared_lines) if not self.clear then
if cleared_lines > 0 then self:updateGrade(cleared_lines)
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -427,7 +436,7 @@ function MarathonA3Game:drawScoringInfo()
current_x = section_70_x current_x = section_70_x
end end
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
if(self.coolregret_timer > 0) then if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center") love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
@@ -436,7 +445,10 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then if sg >= 5 then

View File

@@ -98,6 +98,7 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
self:updateSectionTimes(self.lines, new_lines) self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150) self.lines = math.min(new_lines, 150)
if self.lines == 150 then if self.lines == 150 then
self.grid:clear()
self.clear = true self.clear = true
self.roll_frames = -150 self.roll_frames = -150
end end

View File

@@ -117,16 +117,17 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
end end
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines) function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end

View File

@@ -16,7 +16,6 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
function PhantomMania2Game:new() function PhantomMania2Game:new()
PhantomMania2Game.super:new() PhantomMania2Game.super:new()
self.level = 0
self.grade = 0 self.grade = 0
self.garbage = 0 self.garbage = 0
self.clear = false self.clear = false
@@ -38,6 +37,9 @@ function PhantomMania2Game:new()
self.lock_drop = true self.lock_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
self.coolregret_message = ""
self.coolregret_timer = 0
end end
function PhantomMania2Game:getARE() function PhantomMania2Game:getARE()
@@ -179,16 +181,17 @@ function PhantomMania2Game:onHold()
end end
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines) function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -213,8 +216,13 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
self.section_start_time = self.frames self.section_start_time = self.frames
if section_time <= cool_cutoffs[section] then if section_time <= cool_cutoffs[section] then
self.grade = self.grade + 2 self.grade = self.grade + 2
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif section_time <= regret_cutoffs[section] then elseif section_time <= regret_cutoffs[section] then
self.grade = self.grade + 1 self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end end
end end
end end
@@ -296,6 +304,11 @@ function PhantomMania2Game:drawScoringInfo()
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left") love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")

View File

@@ -21,6 +21,14 @@ function Race40Game:new()
self.randomizer = Bag7Randomiser() self.randomizer = Bag7Randomiser()
self.roll_frames = 0 self.roll_frames = 0
self.SGnames = {
[0] = "",
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.upstacked = false
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true self.lock_hard_drop = true
@@ -35,7 +43,7 @@ function Race40Game:getDropSpeed()
end end
function Race40Game:getARR() function Race40Game:getARR()
return 0 return 1
end end
function Race40Game:getARE() function Race40Game:getARE()
@@ -47,7 +55,7 @@ function Race40Game:getLineARE()
end end
function Race40Game:getDasLimit() function Race40Game:getDasLimit()
return 6 return 10
end end
function Race40Game:getLineClearDelay() function Race40Game:getLineClearDelay()
@@ -55,7 +63,7 @@ function Race40Game:getLineClearDelay()
end end
function Race40Game:getLockDelay() function Race40Game:getLockDelay()
return 15 return 30
end end
function Race40Game:getGravity() function Race40Game:getGravity()
@@ -102,6 +110,12 @@ function Race40Game:getHighscoreData()
} }
end end
function Race40Game:getSecretGrade(sg)
if sg == 19 then self.upstacked = true end
if self.upstacked then return self.SGnames[14 + math.floor((20 - sg) / 4)]
else return self.SGnames[math.floor((sg / 19) * 14)] end
end
function Race40Game:drawScoringInfo() function Race40Game:drawScoringInfo()
Race40Game.super.drawScoringInfo(self) Race40Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -113,10 +127,17 @@ function Race40Game:drawScoringInfo()
love.graphics.printf("LINES", text_x, 320, 40, "left") love.graphics.printf("LINES", text_x, 320, 40, "left")
love.graphics.printf("line/min", text_x, 160, 80, "left") love.graphics.printf("line/min", text_x, 160, 80, "left")
love.graphics.printf("piece/sec", text_x, 220, 80, "left") love.graphics.printf("piece/sec", text_x, 220, 80, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 7 or self.upstacked then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(string.format("%.02f", self.lines / math.max(1, self.frames) * 3600), text_x, 180, 80, "left") love.graphics.printf(string.format("%.02f", self.lines / math.max(1, self.frames) * 3600), text_x, 180, 80, "left")
love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 240, 80, "left") love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 240, 80, "left")
if sg >= 7 or self.upstacked then
love.graphics.printf(self:getSecretGrade(sg), 240, 450, 180, "left")
end
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left") love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")

189
tetris/modes/scoredrain.lua Normal file
View File

@@ -0,0 +1,189 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local ScoreDrainGame = GameMode:extend()
ScoreDrainGame.name = "Score Drain"
ScoreDrainGame.hash = "ScoreDrain"
ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
function ScoreDrainGame:new()
self.super:new()
self.score = 2500
self.drain_rate = 50
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function ScoreDrainGame:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
elseif self.level < 1000 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function ScoreDrainGame:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
elseif self.level < 1100 then return 6
elseif self.level < 1200 then return 5
else return 4 end
end
function ScoreDrainGame:getLockDelay()
if self.level < 900 then return 30
elseif self.level < 1100 then return 17
else return 15 end
end
function ScoreDrainGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function ScoreDrainGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.score = math.max(0, self.score - self.drain_rate / 60)
self.game_over = self.score <= 0 and true or false
end
return true
end
function ScoreDrainGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
function ScoreDrainGame:onLineClear(cleared_row_count)
local new_level = self.level + cleared_row_levels[cleared_row_count]
self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
self.level = new_level
end
function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
function ScoreDrainGame:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function ScoreDrainGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("DRAIN RATE", 240, 90, 80, "left")
love.graphics.printf("SCORE", 240, 170, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
local frames_left = self.score / self.drain_rate * 60
if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(math.floor(self.score), 240, 190, 90, "left")
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function ScoreDrainGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function ScoreDrainGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function ScoreDrainGame:getBackground()
return math.floor(self.level / 100)
end
return ScoreDrainGame

View File

@@ -16,7 +16,6 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
function StrategyGame:new() function StrategyGame:new()
StrategyGame.super:new() StrategyGame.super:new()
self.level = 0
self.clear = false self.clear = false
self.completed = false self.completed = false
self.roll_frames = 0 self.roll_frames = 0
@@ -84,7 +83,7 @@ function StrategyGame:advanceOneFrame()
end end
function StrategyGame:onPieceEnter() function StrategyGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1 self.level = self.level + 1
end end
end end
@@ -99,16 +98,17 @@ function StrategyGame:onLineClear(cleared_row_count)
end end
function StrategyGame:updateScore(level, drop_bonus, cleared_lines) function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right") love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right") love.graphics.printf(self.level, text_x, 370, 40, "right")
else else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
end end
end end

View File

@@ -174,16 +174,17 @@ function Survival2020Game:onLineClear(cleared_row_count)
end end
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines) function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end

View File

@@ -109,44 +109,45 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count) self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999) local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 then if new_level == 999 then
self.clear = true self.clear = true
else else
self.level = new_level self.level = new_level
end end
end end
end end
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines) function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then if not self.clear then
self.bravo = 4 if self.grid:checkForBravo(cleared_lines) then
self.bravos = self.bravos + 1 self.bravo = 4
else self.bravo = 1 end self.bravos = self.bravos + 1
if cleared_lines > 0 then else self.bravo = 1 end
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * self.bravo * self.combo self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo * self.bravo
self.combo = self.combo + (cleared_lines - 1) * 2 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
function SurvivalA1Game:checkGMRequirements(old_level, new_level) function SurvivalA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then if old_level < 300 and new_level >= 300 then
if self.score > 12000 and self.frames <= frameTime(4,15) then if self.score >= 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true self.gm_conditions["level300"] = true
end end
elseif old_level < 500 and new_level >= 500 then elseif old_level < 500 and new_level >= 500 then
if self.score > 40000 and self.frames <= frameTime(7,30) then if self.score >= 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true self.gm_conditions["level500"] = true
end end
elseif old_level < 999 and new_level >= 999 then elseif old_level < 999 and new_level >= 999 then
if self.score > 126000 and self.frames <= frameTime(13,30) then if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level900"] = true self.gm_conditions["level999"] = true
end end
end end
end end
@@ -179,7 +180,7 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
love.graphics.printf("GM", 240, 140, 90, "left") love.graphics.printf("GM", 240, 140, 90, "left")
else else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left") love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")

View File

@@ -88,7 +88,7 @@ function SurvivalA2Game:advanceOneFrame()
end end
function SurvivalA2Game:onPieceEnter() function SurvivalA2Game:onPieceEnter()
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1 self.level = self.level + 1
end end
end end
@@ -108,17 +108,18 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
end end
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines) function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end if not self.clear then
if cleared_lines > 0 then if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * self.bravo * self.combo self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo * self.bravo
self.combo = self.combo + (cleared_lines - 1) * 2 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -156,6 +157,8 @@ function SurvivalA2Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.printf(self.level, text_x, 340, 40, "right") love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")

View File

@@ -16,7 +16,6 @@ SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to le
function SurvivalA3Game:new() function SurvivalA3Game:new()
SurvivalA3Game.super:new() SurvivalA3Game.super:new()
self.level = 0
self.grade = 0 self.grade = 0
self.garbage = 0 self.garbage = 0
self.clear = false self.clear = false
@@ -140,7 +139,6 @@ function SurvivalA3Game:onPieceEnter()
end end
local cleared_row_levels = {1, 2, 4, 6} local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
function SurvivalA3Game:onLineClear(cleared_row_count) function SurvivalA3Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
@@ -168,16 +166,17 @@ function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
end end
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines) function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then if not self.clear then
self.score = self.score + ( if cleared_lines > 0 then
(math.ceil((level + cleared_lines) / 4) + drop_bonus) * self.combo = self.combo + (cleared_lines - 1) * 2
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) self.score = self.score + (
) (math.ceil((level + cleared_lines) / 4) + drop_bonus) *
self.lines = self.lines + cleared_lines cleared_lines * self.combo
self.combo = self.combo + cleared_lines - 1 )
else else
self.combo = 1
end
self.drop_bonus = 0 self.drop_bonus = 0
self.combo = 1
end end
end end
@@ -243,7 +242,10 @@ function SurvivalA3Game:drawScoringInfo()
self:drawSectionTimesWithSplits(current_section) self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left") love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right") love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then if self.clear then

209
tetris/modes/tgmplus.lua Normal file
View File

@@ -0,0 +1,209 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local TGMPlusGame = GameMode:extend()
TGMPlusGame.name = "Marathon A2+"
TGMPlusGame.hash = "A2Plus"
TGMPlusGame.tagline = "The garbage rises steadily! Can you make it to level 999?"
function TGMPlusGame:new()
TGMPlusGame.super:new()
self.roll_frames = 0
self.combo = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.garbage_queue = 0
self.garbage_pos = 0
self.garbage_rows = {
[0] = {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"e", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "e", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "b", "b", "b", "b", "b"},
{"b", "b", "b", "e", "e", "e", "b", "b", "b", "b"},
}
end
function TGMPlusGame:getARE() return 25 end
function TGMPlusGame:getDasLimit() return 15 end
function TGMPlusGame:getLockDelay() return 30 end
function TGMPlusGame:getLineClearDelay() return 40 end
function TGMPlusGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function TGMPlusGame:getGarbageLimit() return 13 - math.floor(self.level / 100) end
function TGMPlusGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function TGMPlusGame: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 TGMPlusGame:onPieceLock(piece, cleared_row_count)
if cleared_row_count == 0 then self:advanceBottomRow() end
end
function TGMPlusGame:onLineClear(cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then self.clear = true end
end
function TGMPlusGame:advanceBottomRow()
self.garbage_queue = self.garbage_queue + 1
if self.garbage_queue >= self:getGarbageLimit() then
self.grid:garbageRise(self.garbage_rows[self.garbage_pos])
self.garbage_queue = 0
self.garbage_pos = (self.garbage_pos + 1) % 24
end
end
function TGMPlusGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function TGMPlusGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function TGMPlusGame:getHighscoreData()
return {
score = self.score,
level = self.level,
frames = self.frames,
}
end
function TGMPlusGame:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function TGMPlusGame:getBackground()
return math.floor(self.level / 100)
end
function TGMPlusGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return TGMPlusGame

View File

@@ -50,9 +50,6 @@ function PacerTest:new()
end end
function PacerTest:initialize(ruleset) function PacerTest:initialize(ruleset)
for i = 1, 30 do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.level_frames = getLevelFrames(1) self.level_frames = getLevelFrames(1)
switchBGM("pacer_test") switchBGM("pacer_test")
end end

View File

@@ -18,8 +18,6 @@ SRS.colourscheme = {
SRS.softdrop_lock = false SRS.softdrop_lock = false
SRS.harddrop_lock = true SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = { SRS.spawn_positions = {
I = { x=5, y=2 }, I = { x=5, y=2 },
J = { x=4, y=3 }, J = { x=4, y=3 },

173
tetris/rulesets/crap.lua Normal file
View File

@@ -0,0 +1,173 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local CRAP = Ruleset:extend()
CRAP.name = "C.R.A.P."
CRAP.hash = "Completely Random Auto-Positioner"
CRAP.world = true
CRAP.colors={"C","O","M","R","G","Y","B"}
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
CRAP.softdrop_lock = true
CRAP.harddrop_lock = false
CRAP.enable_IRS_wallkicks = true
CRAP.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
CRAP.big_spawn_positions = {
I = { x=3, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
CRAP.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
function CRAP:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
for i=1,20 do
dx=math.floor(math.random(11))-5
dy=math.floor(math.random(11))-5
if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
self:onPieceRotate(piece, grid)
return
end
end
end
function CRAP:onPieceCreate(piece, grid)
CRAP:randomizeColours()
piece.manipulations = 0
piece.rotations = 0
end
function CRAP:onPieceDrop(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- step reset
end
function CRAP:onPieceMove(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then
piece.locked = true
end
end
end
function CRAP:onPieceRotate(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.locked = true
end
end
end
function CRAP:get180RotationValue() return 2 end
function CRAP:randomizeColours()
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
end
return CRAP

153
tetris/rulesets/dtet.lua Normal file
View File

@@ -0,0 +1,153 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local DTET = Ruleset:extend()
DTET.name = "D.R.S."
DTET.hash = "DTET"
DTET.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
DTET.big_spawn_positions = {
I = { x=3, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
DTET.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=0, y=1} },
},
J={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
L={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=1, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
},
T={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
}
}
-- clockwise kicks: {{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
-- counterclockwise kicks: {{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
DTET.wallkicks_3x3 = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
DTET.wallkicks_line = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
function DTET:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = DTET.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = DTET.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function DTET:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function DTET:getDefaultOrientation() return 1 end
return DTET

View File

@@ -0,0 +1,45 @@
local Piece = require 'tetris.components.piece'
local ARS = require 'tetris.rulesets.arika'
local EHeart = ARS:extend()
EHeart.name = "E-Heart ARS"
EHeart.hash = "EHeartARS"
function EHeart:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- I and O don't kick
if (piece.shape == "I" or piece.shape == "O") then return end
-- center column rule (kicks)
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
-- individual checks for all 9 cells, in the given order
if offset.y < 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y == 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y > 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
end
end
end
end
function EHeart:lateralKick(dx, piece, new_piece, rot_dir, grid)
if (grid:canPlacePiece(new_piece:withOffset({x=dx, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=0})
self:onPieceRotate(piece, grid)
end
end
return EHeart

102
tetris/rulesets/pptprs.lua Normal file
View File

@@ -0,0 +1,102 @@
local Piece = require 'tetris.components.piece'
local SRS = require 'tetris.rulesets.standard_exp'
local PPTPRS = SRS:extend()
PPTPRS.name = "PPTPRS"
PPTPRS.hash = "Puyo Tetris Pentos"
PPTPRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=-3, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=0, y=-2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=-1, y=3} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1}, {x=1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-2, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=0} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0}, {x=-2, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
}
}
PPTPRS.wallkicks_O = {
[0]={
[1]={{x=0, y=1}},
[2]={{x=0, y=1}},
[3]={{x=-1, y=0}},
},
[1]={
[0]={{x=0, y=-1}},
[2]={{x=-1, y=0}},
[3]={{x=-1, y=0}},
},
[2]={
[0]={{x=0, y=-1}},
[1]={{x=1, y=0}},
[3]={{x=0, y=-1}},
},
[3]={
[0]={{x=1, y=0}},
[1]={{x=1, y=0}},
[2]={{x=0, y=1}},
},
}
function PPTPRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
kicks = PPTPRS.wallkicks_O[piece.rotation][new_piece.rotation]
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
return PPTPRS

View File

@@ -24,6 +24,29 @@ Ruleset.enable_IRS_wallkicks = false
-- Component functions. -- Component functions.
function Ruleset:new()
blocks["bone"] = (not self.world) and
{
R = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
} or {
R = love.graphics.newImage("res/img/bonew.png"),
O = love.graphics.newImage("res/img/bonew.png"),
Y = love.graphics.newImage("res/img/bonew.png"),
G = love.graphics.newImage("res/img/bonew.png"),
C = love.graphics.newImage("res/img/bonew.png"),
B = love.graphics.newImage("res/img/bonew.png"),
M = love.graphics.newImage("res/img/bonew.png"),
X = love.graphics.newImage("res/img/bonew.png"),
}
end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial) function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
local new_inputs = {} local new_inputs = {}

View File

@@ -18,8 +18,6 @@ SRS.colourscheme = {
SRS.softdrop_lock = false SRS.softdrop_lock = false
SRS.harddrop_lock = true SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = { SRS.spawn_positions = {
I = { x=5, y=4 }, I = { x=5, y=4 },
J = { x=4, y=5 }, J = { x=4, y=5 },