require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local SurvivalA3Game = GameMode:extend() SurvivalA3Game.name = "Survival A3" SurvivalA3Game.hash = "SurvivalA3" SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?" function SurvivalA3Game:new() SurvivalA3Game.super:new() self.grade = 0 self.garbage = 0 self.clear = false self.completed = false self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.SGnames = { "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9", "GM" } self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 self.coolregret_message = "COOL!!" self.coolregret_timer = 0 end function SurvivalA3Game:initialize(ruleset) self.torikan_time = frameTime(2,28) if ruleset.world then self.torikan_time = frameTime(3,03) end self.super.initialize(self, ruleset) -- ^ notice the . here instead of the : end function SurvivalA3Game:getARE() if self.level < 300 then return 12 else return 6 end end function SurvivalA3Game:getLineARE() if self.level < 100 then return 8 elseif self.level < 200 then return 7 elseif self.level < 500 then return 6 elseif self.level < 1300 then return 5 else return 6 end end function SurvivalA3Game:getDasLimit() if self.level < 100 then return 9 elseif self.level < 500 then return 7 else return 5 end end function SurvivalA3Game:getLineClearDelay() if self.level < 1300 then return self:getLineARE() - 2 else return 6 end end function SurvivalA3Game:getLockDelay() if self.level < 200 then return 18 elseif self.level < 300 then return 17 elseif self.level < 500 then return 15 elseif self.level < 600 then return 13 elseif self.level < 1100 then return 12 elseif self.level < 1200 then return 10 elseif self.level < 1300 then return 8 else return 15 end end function SurvivalA3Game:getGravity() return 20 end function SurvivalA3Game:getGarbageLimit() if self.level < 600 then return 20 elseif self.level < 700 then return 18 elseif self.level < 800 then return 10 elseif self.level < 900 then return 9 else return 8 end end function SurvivalA3Game:getSkin() return self.level >= 1000 and "bone" or "2tie" end function SurvivalA3Game:hitTorikan(old_level, new_level) if old_level < 500 and new_level >= 500 and self.frames > self.torikan_time then self.level = 500 return true end if old_level < 1000 and new_level >= 1000 and self.frames > self.torikan_time*2 then self.level = 1000 return true end return false end function SurvivalA3Game: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 end return true end function SurvivalA3Game:onPieceEnter() if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end local cleared_row_levels = {1, 2, 4, 6} function SurvivalA3Game: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.big_mode = true 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 end function SurvivalA3Game:onPieceLock(piece, cleared_row_count) self.super:onPieceLock() if cleared_row_count == 0 then self:advanceBottomRow(1) end end function SurvivalA3Game: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 SurvivalA3Game: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(1,00) then self.grade = self.grade + 1 else self.coolregret_message = "REGRET!!" self.coolregret_timer = 300 end end end function SurvivalA3Game:advanceBottomRow(dx) if self.level >= 500 and self.level < 1000 then self.garbage = math.max(self.garbage + dx, 0) if self.garbage >= self:getGarbageLimit() then self.grid:copyBottomRow() self.garbage = 0 end end end function SurvivalA3Game:drawGrid() self.grid:draw() end local function getLetterGrade(grade) if grade == 0 then return "1" else return "S" .. tostring(grade) end end function SurvivalA3Game:drawScoringInfo() SurvivalA3Game.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 sg = self.grid:checkSecretGrade() if sg >= 5 then love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") 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 local current_section = math.floor(self.level / 100) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1) elseif self.level >= 1300 and 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.setColor(1, 1, 1, 1) 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 if sg >= 5 then love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left") end end function SurvivalA3Game:getBackground() return math.floor(self.level / 100) end function SurvivalA3Game:getHighscoreData() return { level = self.level, frames = self.frames, grade = self.grade, } end return SurvivalA3Game