require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local PhantomMania2Game = GameMode:extend() PhantomMania2Game.name = "Phantom Mania 2" PhantomMania2Game.hash = "PhantomMania2" PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make it to level 1300?" function PhantomMania2Game:new() PhantomMania2Game.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.hold_age = 0 self.queue_age = 0 self.randomizer = History6RollsRandomizer() self.lock_drop = true self.enable_hold = true self.next_queue_length = 3 end function PhantomMania2Game:getARE() if self.level < 300 then return 12 else return 6 end end function PhantomMania2Game: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 PhantomMania2Game:getDasLimit() if self.level < 200 then return 9 elseif self.level < 500 then return 7 else return 5 end end function PhantomMania2Game:getLineClearDelay() return self:getLineARE() - 2 end function PhantomMania2Game: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 else return 12 end end function PhantomMania2Game:getGravity() return 20 end function PhantomMania2Game: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 PhantomMania2Game:getNextPiece(ruleset) return { skin = self.level >= 1000 and "bone" or "2tie", shape = self.randomizer:nextPiece(), orientation = ruleset:getDefaultOrientation(), } end function PhantomMania2Game:hitTorikan(old_level, new_level) if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then self.level = 300 return true end if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then self.level = 500 return true end if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then self.level = 800 return true end if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then self.level = 1000 return true end return false end function PhantomMania2Game: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 self.hold_age = self.hold_age + 1 end return true end function PhantomMania2Game:whilePieceActive() self.queue_age = self.queue_age + 1 end function PhantomMania2Game:onPieceEnter() self.queue_age = 0 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} local cleared_row_points = {0.02, 0.05, 0.15, 0.6} function PhantomMania2Game: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 if new_level >= 1300 then self.level = 1300 end self.clear = true self.grid:clear() self.roll_frames = -150 else self.level = math.min(new_level, 1300) end self:advanceBottomRow(-cleared_row_count) end end function PhantomMania2Game:onPieceLock(piece, cleared_row_count) if cleared_row_count == 0 then self:advanceBottomRow(1) end end function PhantomMania2Game:onHold() self.hold_age = 0 end function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines) if cleared_lines > 0 then self.score = self.score + ( (math.ceil((level + cleared_lines) / 4) + drop_bonus) * cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1) ) self.lines = self.lines + cleared_lines self.combo = self.combo + cleared_lines - 1 else self.drop_bonus = 0 self.combo = 1 end end local cool_cutoffs = { sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,27), sp(0,27), sp(0,27), } local regret_cutoffs = { sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,35), sp(0,35), sp(0,35), } function PhantomMania2Game: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 <= cool_cutoffs[section] then self.grade = self.grade + 2 elseif section_time <= regret_cutoffs[section] then self.grade = self.grade + 1 end end end function PhantomMania2Game: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 PhantomMania2Game.rollOpacityFunction = function(age) if age > 4 then return 0 else return 1 - age / 4 end end PhantomMania2Game.garbageOpacityFunction = function(age) if age > 30 then return 0 else return 1 - age / 30 end end function PhantomMania2Game:drawGrid() if not (self.game_over or self.clear) then self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction) else self.grid:draw() 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 PhantomMania2Game:setNextOpacity(i) if self.level > 1000 then local hidden_next_pieces = math.floor(self.level / 100) - 10 if i < hidden_next_pieces then love.graphics.setColor(1, 1, 1, 0) elseif i == hidden_next_pieces then love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.queue_age / 4)) else love.graphics.setColor(1, 1, 1, 1) end else love.graphics.setColor(1, 1, 1, 1) end end function PhantomMania2Game:setHoldOpacity() if self.level > 1000 then love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15)) else love.graphics.setColor(1, 1, 1, 1) end end function PhantomMania2Game:drawScoringInfo() PhantomMania2Game.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") 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 PhantomMania2Game:getBackground() return math.floor(self.level / 100) end function PhantomMania2Game:getHighscoreData() return { level = self.level, frames = self.frames, grade = self.grade, } end return PhantomMania2Game