require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local DemonModeGame = GameMode:extend() DemonModeGame.name = "Demon Mode" DemonModeGame.hash = "DemonMode" DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?" DemonModeGame.arr = 1 DemonModeGame.drop_speed = 1 function DemonModeGame:new() DemonModeGame.super:new() self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.grade = 0 self.section_start_time = 0 self.section_times = { [0] = 0 } self.section_tetris_count = 0 self.section_tries = 0 self.enable_hold = true self.lock_drop = true self.next_queue_length = 3 end function DemonModeGame:getARE() if self.level < 500 then return 30 elseif self.level < 600 then return 25 elseif self.level < 700 then return 15 elseif self.level < 800 then return 14 elseif self.level < 900 then return 12 elseif self.level < 1000 then return 11 elseif self.level < 1100 then return 10 elseif self.level < 1300 then return 8 elseif self.level < 1400 then return 6 elseif self.level < 1700 then return 4 elseif self.level < 1800 then return 3 elseif self.level < 1900 then return 2 elseif self.level < 2000 then return 1 else return 0 end end function DemonModeGame:getLineARE() return self:getARE() end function DemonModeGame:getDasLimit() if self.level < 500 then return 15 elseif self.level < 1000 then return 10 elseif self.level < 1500 then return 5 elseif self.level < 1700 then return 4 elseif self.level < 1900 then return 3 elseif self.level < 2000 then return 2 else return 1 end end function DemonModeGame:getLineClearDelay() if self.level < 600 then return 15 elseif self.level < 800 then return 10 elseif self.level < 1000 then return 8 elseif self.level < 1500 then return 5 elseif self.level < 1700 then return 3 elseif self.level < 1900 then return 2 elseif self.level < 2000 then return 1 else return 0 end end function DemonModeGame:getLockDelay() if self.level < 100 then return 30 elseif self.level < 200 then return 25 elseif self.level < 300 then return 22 elseif self.level < 400 then return 20 elseif self.level < 1000 then return 15 elseif self.level < 1200 then return 10 elseif self.level < 1400 then return 9 elseif self.level < 1500 then return 8 elseif self.level < 1600 then return 7 elseif self.level < 1700 then return 6 elseif self.level < 1800 then return 5 elseif self.level < 1900 then return 4 elseif self.level < 2000 then return 3 else return 2 end end function DemonModeGame:getGravity() return 20 end local function getSectionForLevel(level) return math.floor(level / 100) + 1 end local cleared_row_levels = {1, 3, 6, 10} function DemonModeGame:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then return elseif self.roll_frames >= 1337 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end end function DemonModeGame:onPieceEnter() if (self.level % 100 ~= 99) and self.frames ~= 0 then self.level = self.level + 1 end end function DemonModeGame:onLineClear(cleared_row_count) if cleared_row_count == 4 then self.section_tetris_count = self.section_tetris_count + 1 end local advanced_levels = cleared_row_levels[cleared_row_count] if not self.clear then self:updateSectionTimes(self.level, self.level + advanced_levels) end end function DemonModeGame:updateSectionTimes(old_level, new_level) local section = math.floor(old_level / 100) + 1 if math.floor(old_level / 100) < math.floor(new_level / 100) then -- If at least one Tetris in this section hasn't been made, -- deny section passage. if old_level > 500 then if self.section_tetris_count == 0 then self.level = 100 * math.floor(old_level / 100) self.section_tries = self.section_tries + 1 else self.level = math.min(new_level, 2500) -- if this is first try (no denials, add a grade) if self.section_tries == 0 then self.grade = self.grade + 1 end self.section_tries = 0 self.section_tetris_count = 0 -- record new section section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames -- maybe clear if self.level == 2500 and not self.clear then self.clear = true self.grid:clear() self.roll_frames = -150 end end elseif old_level < 100 then -- If section time is under cutoff, skip to level 500. if self.frames < sp(1,00) then self.level = 500 self.grade = 5 self.section_tries = 0 self.section_tetris_count = 0 else self.level = math.min(new_level, 2500) end -- record new section section_time = self.frames - self.section_start_time table.insert(self.section_times, section_time) self.section_start_time = self.frames end else self.level = math.min(new_level, 2500) end end function DemonModeGame: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 letter_grades = { [0] = "", "D", "C", "B", "A", "S", "S-A", "S-B", "S-C", "S-D", "X", "X-A", "X-B", "X-C", "X-D", "W", "W-A", "W-B", "W-C", "W-D", "Master", "MasterS", "MasterX", "MasterW", "Grand Master", "Demon Master" } function DemonModeGame:getLetterGrade() return letter_grades[self.grade] end function DemonModeGame:drawGrid() if self.clear and not (self.completed or self.game_over) then self.grid:drawInvisible(self.rollOpacityFunction) else self.grid:draw() end end DemonModeGame.rollOpacityFunction = function(age) if age > 4 then return 0 else return 1 - age / 4 end end function DemonModeGame:drawScoringInfo() DemonModeGame.super.drawScoringInfo(self) love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. st(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") -- draw section time data local current_section = getSectionForLevel(self.level) self:drawSectionTimesWithSecondary(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right") end function DemonModeGame:getHighscoreData() return { grade = self.grade, level = self.level, frames = self.frames, } end function DemonModeGame:getBackground() return math.floor(self.level / 100) end return DemonModeGame