require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local Survival2020Game = GameMode:extend() Survival2020Game.name = "Survival 2020" Survival2020Game.hash = "Survival2020" Survival2020Game.tagline = "A new time limit on the blocks! Can you handle being forced to perform under the total delay?" function Survival2020Game:new() Survival2020Game.super:new() self.level = 0 self.grade = 0 self.garbage = 0 self.clear = false self.completed = false self.roll_frames = 0 self.combo = 1 self.total_delay = 0 self.randomizer = History6RollsRandomizer() self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function Survival2020Game:getARE() if self.level < 200 then return 12 elseif self.level < 300 then return 10 elseif self.level < 500 then return 6 elseif self.level < 1000 then return 4 elseif self.level < 1500 then return 5 else return 6 end end function Survival2020Game:getLineARE() return self:getARE() end function Survival2020Game:getDasLimit() if self.level < 200 then return 9 elseif self.level < 500 then return 7 elseif self.level < 1000 then return 5 elseif self.level < 1500 then return 4 else return 3 end end function Survival2020Game:getLineClearDelay() if self.level < 300 then return 6 elseif self.level < 500 then return 4 else return 2 end end function Survival2020Game:getLockDelay() if self.level < 100 then return 20 elseif self.level < 200 then return 18 elseif self.level < 300 then return 17 elseif self.level < 400 then return 15 elseif self.level < 500 then return 14 elseif self.level < 1000 then return 13 elseif self.level < 1500 then return 10 else return 8 end end function Survival2020Game:getTotalDelay() if self.level < 500 then return 60 elseif self.level < 600 then return 45 -- lock delay: 13 elseif self.level < 700 then return 36 elseif self.level < 800 then return 27 elseif self.level < 900 then return 21 elseif self.level < 1000 then return 15 elseif self.level < 1100 then return 36 -- lock delay: 10 elseif self.level < 1200 then return 27 elseif self.level < 1300 then return 21 elseif self.level < 1400 then return 15 elseif self.level < 1500 then return 12 elseif self.level < 1600 then return 30 -- lock delay: 8 elseif self.level < 1700 then return 21 elseif self.level < 1800 then return 15 elseif self.level < 1900 then return 12 elseif self.level < 2020 then return 10 else return 30 end end function Survival2020Game:getGravity() return 20 end function Survival2020Game:getSkin() return self.level >= 1000 and "bone" or "2tie" end function Survival2020Game:hitTorikan(old_level, new_level) if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then self.level = 500 return true end if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then self.level = 1000 return true end if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then self.level = 1500 return true end return false end function Survival2020Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then if self.roll_frames + 1 == 0 then switchBGM("credit_roll", "gm3") return true end return false elseif self.roll_frames > 3238 then switchBGM(nil) self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 if self.piece ~= nil then self.total_delay = self.total_delay + 1 if self.total_delay >= self:getTotalDelay() then self.piece:dropToBottom(self.grid) self.piece.locked = true end end end return true end function Survival2020Game:onPieceEnter() if not self.clear and ( (self.level < 1900 and self.level % 100 ~= 99) or self.level == 2019 ) then self.level = self.level + 1 end self.total_delay = 0 end local cleared_row_levels = {1, 2, 4, 6} local cleared_row_points = {0.02, 0.05, 0.15, 0.6} function Survival2020Game: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 >= 2020 or self:hitTorikan(self.level, new_level) then if new_level >= 2020 then self.level = 2020 end self.clear = true self.grid:clear() self.roll_frames = -150 else self.level = math.min(new_level, 2020) end end end function Survival2020Game:updateScore(level, drop_bonus, cleared_lines) if not self.clear then 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 end function Survival2020Game:updateSectionTimes(old_level, new_level) if math.floor(old_level / 100) < math.floor(new_level / 100) then local section = math.floor(old_level / 100) + 1 section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames if section_time <= frameTime(0,30) then self.grade = self.grade + 2 else self.grade = self.grade + 1 end end end Survival2020Game.opacityFunction = function(age) if age > 300 then return 0 else return 1 - Math.max(age - 240, 0) / 60 end end function Survival2020Game:drawGrid() if self.level < 1500 then self.grid:draw() else self.grid:drawInvisible(self.opacityFunction) end end local function getLetterGrade(grade) if grade == 0 then return "1" elseif grade <= 9 then return "S" .. tostring(grade) else return "M" .. tostring(grade - 9) end end function Survival2020Game:drawScoringInfo() Survival2020Game.super.drawScoringInfo(self) love.graphics.setColor(1, 1, 1, 1) local text_x = config["side_next"] and 320 or 240 love.graphics.setFont(font_3x5_2) love.graphics.printf("GRADE", text_x, 120, 40, "left") love.graphics.printf("SCORE", text_x, 200, 40, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left") local current_section = math.floor(self.level / 100) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) 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.level, text_x, 340, 50, "right") if self.clear then love.graphics.printf(self.level, text_x, 370, 50, "right") else love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") end end function Survival2020Game:getBackground() return math.floor(self.level / 100) end function Survival2020Game:getHighscoreData() return { level = self.level, frames = self.frames, grade = self.grade, } end return Survival2020Game