require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local PhantomManiaGame = GameMode:extend() PhantomManiaGame.name = "Phantom Mania" PhantomManiaGame.hash = "PhantomMania" PhantomManiaGame.tagline = "The blocks disappear as soon as they're locked! Can you remember where everything is?" function PhantomManiaGame:new() PhantomManiaGame.super:new() self.lock_drop = true self.lock_hard_drop = true self.next_queue_length = 1 self.SGnames = { "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9", "GM" } self.roll_frames = 0 self.combo = 1 self.tetrises = 0 self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} self.randomizer = History6RollsRandomizer() end function PhantomManiaGame:getARE() if self.level < 100 then return 18 elseif self.level < 200 then return 14 elseif self.level < 400 then return 8 elseif self.level < 500 then return 7 else return 6 end end function PhantomManiaGame:getLineARE() if self.level < 100 then return 14 elseif self.level < 400 then return 8 elseif self.level < 500 then return 7 else return 6 end end function PhantomManiaGame:getDasLimit() if self.level < 200 then return 11 elseif self.level < 300 then return 10 elseif self.level < 400 then return 9 else return 7 end end function PhantomManiaGame:getLineClearDelay() return self:getLineARE() end function PhantomManiaGame:getLockDelay() if self.level < 100 then return 30 elseif self.level < 200 then return 26 elseif self.level < 300 then return 22 elseif self.level < 400 then return 18 else return 15 end end function PhantomManiaGame:getGravity() return 20 end function PhantomManiaGame:hitTorikan(old_level, new_level) if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then self.level = 300 return true end if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then self.level = 500 return true end if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then self.level = 800 return true end return false end function PhantomManiaGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then return false elseif self.roll_frames > 1982 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function PhantomManiaGame:onPieceEnter() if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function PhantomManiaGame:onLineClear(cleared_row_count) if not self.clear then if cleared_row_count >= 4 then self.tetrises = self.tetrises + 1 self.section_tetrises[math.floor(self.level / 100)] = ( self.section_tetrises[math.floor(self.level / 100)] + 1 ) end local new_level = self.level + cleared_row_count if new_level >= 999 or self:hitTorikan(self.level, new_level) then if new_level >= 999 then self.level = 999 end self.clear = true else self.level = new_level end end end function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines) if 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 PhantomManiaGame.rollOpacityFunction = function(age) if age > 4 then return 0 else return 1 - age / 4 end end function PhantomManiaGame:drawGrid() if not (self.game_over or self.completed or (self.clear and self.level < 999)) then self.grid:drawInvisible(self.rollOpacityFunction, nil, false) else self.grid:draw() end end local function getLetterGrade(level, clear) if level < 300 or level == 300 and clear then return "" elseif level < 500 or level == 500 and clear then return "M" elseif level < 600 then return "MK" elseif level < 700 then return "MV" elseif level < 800 or level == 800 and clear then return "MO" elseif level <= 999 then return "MM" end end function PhantomManiaGame:qualifiesForGM() return true end function PhantomManiaGame:drawScoringInfo() PhantomManiaGame.super.drawScoringInfo(self) local text_x = config["side_next"] and 320 or 240 love.graphics.setFont(font_3x5_2) if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end love.graphics.printf("SCORE", text_x, 200, 40, "left") love.graphics.printf("LEVEL", text_x, 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) if getLetterGrade(self.level, self.clear) ~= "" then if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1) elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end if self.level == 999 and self:qualifiesForGM() then love.graphics.printf("GM", text_x, 140, 90, "left") else love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end love.graphics.setColor(1, 1, 1, 1) end love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.level, text_x, 340, 40, "right") if self.clear then love.graphics.printf(self.level, text_x, 370, 40, "right") else love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right") end if sg >= 5 then love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left") end end function PhantomManiaGame:getSectionEndLevel() if self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function PhantomManiaGame:getBackground() return math.floor(self.level / 100) end function PhantomManiaGame:getHighscoreData() return { level = self.level, frames = self.frames, } end return PhantomManiaGame