require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local SurvivalA2Game = GameMode:extend() SurvivalA2Game.name = "Survival A2" SurvivalA2Game.hash = "SurvivalA2" SurvivalA2Game.tagline = "The game starts fast and only gets faster!" function SurvivalA2Game:new() SurvivalA2Game.super:new() self.roll_frames = 0 self.combo = 1 self.randomizer = History6RollsRandomizer() self.lock_drop = true end function SurvivalA2Game:getARE() if self.level < 100 then return 18 elseif self.level < 300 then return 14 elseif self.level < 400 then return 8 elseif self.level < 500 then return 7 else return 6 end end function SurvivalA2Game: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 SurvivalA2Game: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 SurvivalA2Game:getLineClearDelay() return self:getLineARE() - 2 end function SurvivalA2Game: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 SurvivalA2Game:getGravity() return 20 end function SurvivalA2Game:hitTorikan(old_level, new_level) if old_level < 500 and new_level >= 500 and self.frames > sp(3,25) then self.level = 500 return true end return false end function SurvivalA2Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames > 2968 then self.completed = true end elseif self.ready_frames == 0 then self.frames = self.frames + 1 end return true end function SurvivalA2Game:onPieceEnter() if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then self.level = self.level + 1 end end function SurvivalA2Game:onLineClear(cleared_row_count) if not self.clear then local new_level = math.min(self.level + cleared_row_count, 999) if self.level == 999 or self:hitTorikan(self.level, new_level) then self.clear = true else self.level = new_level end end end function SurvivalA2Game: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 ) self.lines = self.lines + cleared_lines self.combo = self.combo + (cleared_lines - 1) * 2 else self.drop_bonus = 0 self.combo = 1 end end function SurvivalA2Game:getLetterGrade() if self.level >= 999 then return "GM" elseif self.level >= 500 then return "M" else return "" end end function SurvivalA2Game:drawGrid() self.grid:draw() end function SurvivalA2Game:drawScoringInfo() SurvivalA2Game.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.print( self.das.direction .. " " .. self.das.frames .. " " .. st(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") 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(self.score, text_x, 220, 90, "left") love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") love.graphics.printf(self.level, text_x, 340, 40, "right") love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right") end function SurvivalA2Game:getSectionEndLevel() if self.clear then return self.level elseif self.level >= 900 then return 999 else return math.floor(self.level / 100 + 1) * 100 end end function SurvivalA2Game:getBackground() return math.floor(self.level / 100) end function SurvivalA2Game:getHighscoreData() return { level = self.level, frames = self.frames, } end return SurvivalA2Game