require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local SakuraRandomizer = require 'tetris.randomizers.sakura' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local SakuraGame = GameMode:extend() SakuraGame.name = "Sakura A3" SakuraGame.hash = "SakuraA3" SakuraGame.tagline = "Clear away the Gem Blocks as fast as possible!" local b = { ["r"] = { skin = "2tie", colour = "R" }, ["o"] = { skin = "2tie", colour = "O" }, ["y"] = { skin = "2tie", colour = "Y" }, ["g"] = { skin = "2tie", colour = "G" }, ["c"] = { skin = "2tie", colour = "C" }, ["b"] = { skin = "2tie", colour = "B" }, ["m"] = { skin = "2tie", colour = "M" }, ["R"] = { skin = "gem", colour = "R" }, ["O"] = { skin = "gem", colour = "O" }, ["Y"] = { skin = "gem", colour = "Y" }, ["G"] = { skin = "gem", colour = "G" }, ["C"] = { skin = "gem", colour = "C" }, ["B"] = { skin = "gem", colour = "B" }, ["M"] = { skin = "gem", colour = "M" }, } local effects = { [4] = "mirror", [8] = "xray", [12] = "color", [13] = "mirror", [16] = "roll", [23] = "big" } local maps = { [1] = { [22] = {nil, nil, b.O, b.R, nil, nil, b.M, b.m, nil, nil}, [23] = {nil, b.G, b.c, b.c, b.c, b.c, b.c, b.c, b.Y, nil}, [24] = {nil, b.C, b.y, b.y, b.y, b.y, b.y, b.y, b.B, nil}, }, [2] = { [20] = {nil, nil, nil, nil, b.G, b.b, b.b, b.M, nil, nil}, [21] = {nil, nil, nil, nil, b.c, b.c, b.c, b.c, nil, nil}, [22] = {nil, nil, nil, nil, nil, b.R, b.Y, b.O, nil, nil}, [23] = {nil, b.B, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil}, [24] = {nil, b.b, b.b, b.b, b.b, b.b, b.b, b.b, b.C, nil}, }, [3] = { [20] = {nil, nil, nil, b.R, b.m, b.o, b.M, nil, nil, nil}, [21] = {nil, nil, nil, nil, b.o, b.O, nil, nil, nil, nil}, [22] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil}, [23] = {nil, b.m, b.o, b.m, b.o, b.m, b.o, b.m, b.o, nil}, [24] = {nil, b.B, b.m, b.o, b.m, b.o, b.m, b.o, b.C, nil}, }, [4] = { [21] = {nil, nil, b.O, b.g, b.g, b.g, b.g, nil, nil, nil}, [22] = {nil, nil, nil, b.R, b.M, b.b, b.b, nil, nil, nil}, [23] = {b.G, nil, b.Y, b.g, b.g, b.g, b.g, b.g, nil, nil}, [24] = {b.b, b.C, b.b, b.b, b.b, b.b, b.b, b.b, b.B, nil}, }, [5] = { [16] = {nil, b.B, b.c, b.y, b.c, b.G, b.c, b.y, b.C, nil}, [22] = {nil, nil, b.c, b.y, b.c, b.y, b.c, b.y, nil, nil}, [23] = {nil, b.O, b.y, b.c, b.y, b.c, b.y, b.c, b.Y, nil}, [24] = {nil, b.R, b.c, b.y, b.c, b.y, b.c, b.y, b.M, nil}, }, [6] = { [21] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil}, [22] = {nil, nil, b.R, nil, b.b, b.y, nil, b.M, nil, nil}, [23] = {nil, nil, nil, nil, b.y, b.b, nil, nil, nil, nil}, [24] = {nil, b.G, b.y, b.b, b.C, b.y, b.b, b.y, b.B, nil}, }, [7] = { [20] = {nil, b.C, b.G, nil, b.r, b.g, b.r, b.g, nil, nil}, [21] = {nil, nil, nil, nil, b.R, b.M, b.g, b.r, nil, nil}, [22] = {b.r, nil, nil, nil, b.r, b.g, b.O, b.Y, nil, nil}, [23] = {b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.r, nil, nil}, [24] = {b.r, b.g, b.r, b.g, b.r, b.g, b.r, b.g, b.B, nil}, }, [8] = { [15] = {nil, nil, nil, b.B, b.m, b.m, b.m, b.m, b.m, b.C}, [16] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m}, [17] = {nil, nil, nil, nil, nil, nil, nil, nil, nil, b.m}, [18] = {nil, b.Y, b.y, b.y, b.y, b.y, b.y, b.y, b.y, b.G}, [21] = {b.b, b.b, b.b, b.b, b.b, b.b, b.O, nil, nil, nil}, [22] = {b.b, nil, nil, nil, nil, nil, nil, nil, nil, nil}, [23] = {b.M, nil, nil, nil, nil, nil, nil, nil, nil, nil}, [24] = {b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.o, b.R, nil}, }, [9] = { [18] = {nil, nil, nil, b.Y, b.m, b.m, b.m, b.m, nil, nil}, [19] = {nil, nil, nil, b.c, b.c, b.c, b.c, b.G, nil, nil}, [20] = {b.m, b.m, b.m, b.O, b.M, b.R, nil, nil, nil, nil}, [21] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, nil, nil}, [22] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, nil, nil}, [23] = {b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.c, b.C, nil}, [24] = {b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.m, b.B, nil}, }, [10] = { [18] = {nil, nil, nil, b.C, b.g, b.g, b.B, nil, nil, nil}, [19] = {nil, nil, b.G, b.g, b.g, b.g, b.g, b.Y, nil, nil}, [20] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.g, b.O, nil}, [21] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil}, [22] = {nil, nil, nil, nil, b.c, nil, nil, nil, nil, nil}, [23] = {nil, nil, nil, nil, b.c, nil, b.o, nil, nil, nil}, [24] = {nil, nil, nil, nil, b.R, b.o, b.o, nil, nil, nil}, }, [11] = { [18] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [19] = {nil, nil, nil, nil, b.R, nil, nil, nil, nil, nil}, [20] = {nil, nil, nil, nil, b.r, b.O, nil, nil, nil, nil}, [21] = {nil, nil, nil, nil, nil, b.M, nil, nil, nil, nil}, [22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [23] = {nil, nil, nil, nil, b.G, b.Y, nil, nil, nil, nil}, [24] = {b.C, b.g, b.g, nil, b.o, b.o, nil, b.g, b.g, b.B}, }, [12] = { [21] = {nil, nil, nil, nil, nil, nil, nil, b.g, b.g, b.Y}, [22] = {nil, nil, b.r, b.G, b.r, nil, nil, nil, b.O, b.g}, [23] = {nil, b.r, b.C, b.r, b.B, b.r, nil, nil, nil, b.M}, [24] = {b.r, b.r, b.r, b.R, b.r, b.r, b.r, nil, nil, nil}, }, [13] = { [20] = {b.c, nil, nil, nil, nil, nil, nil, nil, nil, b.B}, [21] = {b.c, b.c, nil, nil, nil, nil, nil, nil, b.C, b.c}, [22] = {b.c, b.c, b.c, nil, nil, nil, nil, b.G, b.c, b.c}, [23] = {b.b, b.b, b.b, b.b, nil, nil, b.Y, b.b, b.b, b.b}, [24] = {nil, b.M, b.b, b.b, b.b, b.O, b.b, b.b, b.R, nil}, }, [14] = { [20] = {nil, nil, nil, b.y, b.r, b.y, nil, nil, nil, nil}, [21] = {b.R, nil, nil, b.Y, b.y, b.r, b.G, nil, nil, nil}, [22] = {nil, nil, nil, b.y, b.r, b.y, b.r, b.y, b.r, b.B}, [23] = {nil, nil, nil, nil, nil, nil, nil, b.O, b.y, b.r}, [24] = {nil, nil, nil, nil, nil, nil, b.M, b.y, b.r, b.C}, }, [15] = { [17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil}, [18] = {nil, nil, b.b, b.y, b.b, b.b, b.y, b.b, nil, nil}, [19] = {nil, nil, nil, b.y, b.b, b.b, b.y, nil, nil, nil}, [20] = {nil, nil, nil, nil, b.O, b.Y, nil, nil, nil, nil}, [22] = {nil, nil, nil, nil, b.M, b.R, nil, nil, nil, nil}, [23] = {nil, nil, nil, b.G, b.y, b.y, b.C, nil, nil, nil}, [24] = {nil, nil, b.B, b.y, b.y, b.y, b.y, b.y, nil, nil}, }, [16] = { [18] = {nil, nil, b.O, nil, nil, nil, nil, b.B, nil, nil}, [19] = {nil, nil, b.c, nil, nil, b.G, nil, b.c, nil, nil}, [20] = {nil, nil, b.c, nil, b.C, b.R, nil, b.c, nil, nil}, [21] = {nil, nil, b.c, nil, nil, nil, nil, b.c, nil, nil}, [22] = {nil, nil, b.Y, b.c, b.c, b.c, b.c, b.M, nil, nil}, }, [17] = { [15] = {b.O, nil, nil, b.g, nil, nil, b.m, nil, nil, b.Y}, [16] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil}, [17] = {nil, nil, nil, b.g, nil, nil, b.R, nil, nil, nil}, [18] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil}, [19] = {nil, nil, nil, b.M, nil, nil, b.m, nil, nil, nil}, [20] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil}, [21] = {nil, nil, nil, b.g, nil, nil, b.G, nil, nil, nil}, [22] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil}, [23] = {nil, nil, nil, b.g, nil, nil, b.m, nil, nil, nil}, [24] = {nil, b.m, b.m, b.m, b.B, b.C, b.g, b.g, b.g, nil}, }, [18] = { [19] = {nil, nil, nil, b.y, b.B, b.y, b.y, nil, nil, nil}, [20] = {nil, nil, b.y, nil, nil, nil, nil, b.y, nil, nil}, [21] = {nil, b.o, nil, nil, b.C, b.R, nil, nil, b.O, nil}, [22] = {nil, b.M, nil, nil, b.Y, b.G, nil, nil, b.o, nil}, [23] = {nil, b.r, b.o, nil, nil, nil, nil, b.o, b.r, nil}, [24] = {nil, b.r, b.r, b.o, b.o, b.o, b.o, b.r, b.r, nil}, }, [19] = { [15] = {nil, nil, nil, nil, nil, nil, b.O, nil, nil, nil}, [16] = {nil, nil, nil, nil, nil, b.o, nil, nil, nil, nil}, [17] = {nil, nil, nil, nil, b.o, b.r, b.o, nil, nil, nil}, [18] = {nil, b.o, nil, nil, b.o, b.r, b.r, b.o, nil, nil}, [19] = {nil, b.o, b.o, nil, nil, b.R, b.r, b.r, nil, nil}, [20] = {nil, nil, b.M, b.r, nil, b.r, b.r, b.r, b.r, nil}, [21] = {nil, nil, b.r, b.r, b.r, b.r, b.y, b.G, b.o, b.o}, [22] = {nil, b.r, b.o, b.y, b.Y, b.y, b.y, b.y, b.y, b.o}, [23] = {nil, b.o, b.o, b.y, b.y, b.c, b.c, b.c, b.c, b.C}, [24] = {nil, nil, b.o, b.y, b.b, b.b, b.B, b.b, b.b, b.b}, }, [20] = { [20] = {nil, nil, b.B, b.b, b.b, b.b, b.b, b.b, nil, nil}, [21] = {b.c, nil, nil, b.C, b.c, b.c, b.c, nil, nil, b.c}, [22] = {b.g, b.g, nil, nil, b.G, b.g, nil, nil, b.g, b.g}, [23] = {b.y, b.y, b.o, nil, nil, nil, nil, b.Y, b.y, b.y}, [24] = {b.r, b.r, b.r, b.R, nil, nil, b.M, b.r, b.r, b.r}, }, [21] = { [16] = {nil, nil, b.g, b.g, b.g, b.g, b.g, nil, nil, nil}, [17] = {nil, b.g, b.g, b.g, b.g, b.g, b.g, b.B, b.g, nil}, [18] = {b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.g, b.C, nil}, [19] = {b.g, nil, nil, b.g, b.o, b.o, b.g, nil, nil, b.g}, [20] = {nil, b.R, nil, b.g, b.o, b.o, nil, b.M, nil, b.G}, [21] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [22] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [23] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [24] = {nil, nil, nil, nil, b.Y, b.O, nil, nil, nil, nil}, }, [22] = { [15] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil}, [16] = {nil, b.b, b.O, b.b, nil, nil, b.b, b.Y, b.b, nil}, [17] = {nil, nil, b.b, nil, nil, nil, nil, b.b, nil, nil}, [20] = {nil, nil, nil, nil, b.R, b.M, nil, nil, nil, nil}, [23] = {nil, nil, nil, b.b, b.C, b.G, b.b, nil, nil, nil}, [24] = {nil, nil, nil, b.b, b.b, b.B, b.b, nil, nil, nil}, }, [23] = { [13] = {nil, nil, nil, nil, nil, nil, nil, nil, b.c, b.m}, [14] = {nil, nil, nil, nil, nil, nil, nil, nil, b.y, b.g}, [15] = {b.G, b.B, nil, nil, nil, nil, nil, nil, nil, nil}, [16] = {b.r, b.O, nil, nil, nil, nil, nil, nil, nil, nil}, [23] = {nil, nil, nil, nil, b.C, b.M, nil, nil, nil, nil}, [24] = {nil, nil, nil, nil, b.R, b.Y, nil, nil, nil, nil}, }, [24] = { [20] = {b.g, b.g, b.g, b.g, b.G, nil, nil, nil, nil, nil}, [21] = {nil, nil, nil, nil, nil, b.O, b.y, b.y, b.y, b.Y}, [23] = {b.M, b.r, b.r, b.r, b.R, nil, nil, nil, nil, nil}, [24] = {nil, nil, nil, nil, nil, b.M, b.r, b.r, b.r, b.R}, }, [25] = { [18] = {nil, nil, nil, nil, nil, b.B, nil, nil, nil, nil}, [19] = {nil, nil, nil, b.G, nil, nil, nil, b.C, nil, nil}, [20] = {nil, nil, nil, nil, nil, b.Y, nil, nil, nil, nil}, [21] = {nil, nil, nil, b.M, nil, nil, nil, b.O, nil, nil}, [22] = {nil, nil, nil, nil, nil, b.R, nil, nil, nil, nil}, }, [26] = { [13] = {nil, nil, nil, nil, b.r, b.r, nil, nil, nil, nil}, [14] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [15] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [16] = {nil, nil, nil, nil, b.o, b.o, nil, nil, nil, nil}, [17] = {nil, nil, nil, b.O, b.o, b.o, b.Y, nil, nil, nil}, [18] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil}, [19] = {nil, nil, b.o, b.c, b.c, b.c, b.c, b.o, nil, nil}, [20] = {nil, nil, b.o, nil, nil, b.G, nil, b.o, nil, nil}, [21] = {nil, nil, b.o, nil, b.M, b.R, nil, b.o, nil, nil}, [22] = {nil, nil, b.o, b.b, b.b, b.b, b.B, b.o, nil, nil}, [23] = {nil, nil, b.o, b.C, b.b, b.b, b.b, b.o, nil, nil}, [24] = {nil, nil, b.o, b.o, b.o, b.o, b.o, b.o, nil, nil}, }, [27] = { [15] = {nil, b.C, b.o, b.g, b.g, b.g, b.g, b.g, b.B, nil}, [16] = {b.g, nil, b.y, b.o, b.g, b.g, b.g, b.g, nil, b.y}, [17] = {b.g, b.g, nil, b.y, b.o, b.g, b.g, nil, b.y, b.o}, [18] = {b.g, b.g, b.g, nil, b.y, b.o, nil, b.y, b.o, b.g}, [19] = {b.g, b.g, b.g, b.o, nil, b.G, b.y, b.o, b.g, b.g}, [20] = {b.g, b.g, b.o, b.o, b.Y, nil, b.o, b.g, b.g, b.g}, [21] = {b.g, b.o, b.y, nil, b.o, b.O, nil, b.g, b.g, b.g}, [22] = {b.o, b.y, nil, b.g, b.g, b.o, b.y, nil, b.g, b.g}, [23] = {b.y, nil, b.g, b.g, b.g, b.g, b.o, b.y, nil, b.g}, [24] = {nil, b.M, b.g, b.g, b.g, b.g, b.g, b.o, b.R, nil}, }, } local STAGE_TRANSITION_TIME = 300 function SakuraGame:new(secret_inputs) self.super:new() self.randomizer = ( ( secret_inputs.rotate_left and secret_inputs.rotate_right ) and History6RollsRandomizer() or SakuraRandomizer() ) self.current_map = 1 self.time_limit = 10800 self.cleared_frames = STAGE_TRANSITION_TIME self.stage_frames = 0 self.time_extend = 0 self.maps_cleared = 0 self.map_20_time = 0 self.stage_pieces = 0 self.grid:applyMap(maps[self.current_map]) self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function SakuraGame:checkRequirements() if self.maps_cleared >= 14 + 2 * (self.current_map - 20) and self.map_20_time <= frameTime(8,00) - frameTime(0,30) * (self.current_map - 20) then return false end return true end function SakuraGame:getGravity() if self.level < 8 then return 4/256 elseif self.level < 19 then return 5/256 elseif self.level < 35 then return 6/256 elseif self.level < 40 then return 8/256 elseif self.level < 50 then return 10/256 elseif self.level < 60 then return 12/256 elseif self.level < 70 then return 16/256 elseif self.level < 80 then return 32/256 elseif self.level < 90 then return 48/256 elseif self.level < 100 then return 64/256 elseif self.level < 108 then return 4/256 elseif self.level < 119 then return 5/256 elseif self.level < 125 then return 6/256 elseif self.level < 131 then return 8/256 elseif self.level < 139 then return 12/256 elseif self.level < 149 then return 32/256 elseif self.level < 156 then return 48/256 elseif self.level < 164 then return 80/256 elseif self.level < 174 then return 112/256 elseif self.level < 180 then return 128/256 elseif self.level < 200 then return 144/256 elseif self.level < 212 then return 16/256 elseif self.level < 221 then return 48/256 elseif self.level < 232 then return 80/256 elseif self.level < 244 then return 112/256 elseif self.level < 256 then return 144/256 elseif self.level < 267 then return 176/256 elseif self.level < 277 then return 192/256 elseif self.level < 287 then return 208/256 elseif self.level < 295 then return 224/256 elseif self.level < 300 then return 240/256 else return 20 end end function SakuraGame:onLineClear(cleared_row_count) self.level = self.level + cleared_row_count for i = 13, 24 do for j = 1, 10 do local block = self.grid.grid[i][j] if block and block.skin == "gem" and block.colour == "X" then self.time_limit = self.time_limit + 60 end end end end function SakuraGame:onPieceEnter() if self.level % 100 ~= 99 and not self.clear and self.stage_frames ~= 0 then self.level = self.level + 1 end if effects[self.current_map] == "mirror" and self.stage_pieces % 3 == 0 and self.stage_pieces ~= 0 then self.grid:mirror() end self.stage_pieces = self.stage_pieces + 1 end function SakuraGame:advanceOneFrame(inputs, ruleset) if self.ready_frames == 0 then if self.lcd > 0 then if self.stage_frames <= frameTime(0,10) then self.time_extend = 600 elseif self.stage_frames <= frameTime(0,30) then self.time_extend = 300 else self.time_extend = 0 end end if not self.grid:hasGemBlocks() or (self.stage_frames >= 3600 and self.current_map <= 20) then self.lcd = 0 self.are = 0 if self.stage_frames >= 3600 then self.time_extend = 0 end self.piece = nil -- transition to next map if self.cleared_frames > 0 then self.cleared_frames = self.cleared_frames - 1 if self.time_extend > 0 then self.time_limit = self.time_limit + 3 self.time_extend = self.time_extend - 3 end return false end self.hold_queue = nil if self.current_map > 20 or (self.stage_frames < 3600 and self.current_map <= 20) then self.maps_cleared = self.maps_cleared + 1 end self.stage_frames = -1 self.level = 0 self.grid:clear() if (self.current_map == 20) then self.map_20_time = self.frames end if self.current_map >= 20 and self:checkRequirements() then self.clear = true self.completed = true return false else self.current_map = self.current_map + 1 self.big_mode = effects[self.current_map] == "big" self.ready_frames = 100 self.stage_pieces = 0 self.grid:applyMap(maps[self.current_map]) end -- this is necessary to fix timer self.frames = self.frames - 1 self.time_limit = self.time_limit + 1 end self.frames = self.frames + 1 self.stage_frames = self.stage_frames + 1 self.time_limit = math.max(self.time_limit - 1, 0) if self.time_limit <= 0 and self.piece == nil then self.game_over = true end if self.piece ~= nil and effects[self.current_map] == "roll" and self.stage_pieces % 4 == 0 then self.piece.colour = "F" if self.stage_frames % 30 == 0 then ruleset:attemptRotate( {[config.gamesettings.world_reverse == 3 or (ruleset.world and config.gamesettings.world_reverse == 2) and "rotate_left" or "rotate_right"] = true}, self.piece, self.grid, false ) end end else self.cleared_frames = STAGE_TRANSITION_TIME if not self.prev_inputs.hold and inputs.hold then self.hold_queue = table.remove(self.next_queue, 1) table.insert(self.next_queue, self:getNextPiece(ruleset)) end end return true end function SakuraGame:onGameComplete() end local function colourXRay(game, block, x, y, age) local r, g, b, a = .5,.5,.5 if ((game.stage_frames/2 - x) % 30 < 1) or game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME or game.stage_pieces % 2 == 0 then a = 1 else a = 1 - age / 4 end return r, g, b, a, a end local function colourColor(game, block, x, y, age) local r, g, b, a = .5,.5,.5 if game.stage_frames == 0 or game.cleared_frames ~= STAGE_TRANSITION_TIME then a = 1 else a = (game.stage_frames/30 + (y + math.abs(x-5.5))/5) % 1 end return r, g, b, a, 0 end function SakuraGame:drawGrid() if effects[self.current_map] == "xray" then self.grid:drawCustom(colourXRay, self) elseif effects[self.current_map] == "color" then self.grid:drawCustom(colourColor, self) else self.grid:draw() end if self.piece ~= nil and self.level < 100 then self:drawGhostPiece() end end function SakuraGame:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("STAGE", 240, 120, 80, "left") love.graphics.printf("TIME LIMIT", 240, 180, 80, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") if self.current_map <= 20 then love.graphics.printf("STAGE LIMIT", 240, 240, 100, "left") end if effects[self.current_map] then love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left") end if self.used_randomizer.history then love.graphics.printf("RANDOM PIECES ACTIVE!", 240, 150, 200, "left") end love.graphics.setFont(font_3x5_3) love.graphics.setColor( (self.time_limit % 4 < 2 and self.time_limit <= frameTime(0,10) and self.grid:hasGemBlocks() and self.time_limit ~= 0 and self.ready_frames == 0) and { 1, 0.3, 0.3, 1 } or { 1, 1, 1, 1 } ) love.graphics.printf(formatTime(self.time_limit), 240, 200, 120, "left") love.graphics.setColor(1, 1, 1, 1) if self.current_map <= 20 then love.graphics.printf(formatTime(3600 - self.stage_frames), 240, 260, 120, "left") end love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(math.floor((self.level + 100) / 100) * 100, 240, 370, 40, "right") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") love.graphics.printf(self.current_map, 290, 110, 80, "left") end function SakuraGame:drawCustom() love.graphics.setColor(1, 1, 1, 1) if self.ready_frames ~= 0 and not self.clear then love.graphics.setFont(font_3x5_4) love.graphics.printf("STAGE " .. self.current_map, 64, 170, 160, "center") love.graphics.setFont(font_3x5_3) if effects[self.current_map] then love.graphics.printf("EFFECT: " .. effects[self.current_map], 64, 270, 160, "center") end end if self.cleared_frames > 0 and (not self.grid:hasGemBlocks() or (self.stage_frames >= 3600 and self.current_map <= 20)) then love.graphics.setFont(font_3x5_2) love.graphics.printf("TIME LIMIT", 64, 180, 160, "center") love.graphics.printf("TIME EXTEND", 64, 240, 160, "center") love.graphics.printf("STAGE TIME", 64, 300, 160, "center") love.graphics.setFont(font_3x5_3) love.graphics.printf("STAGE " .. self.current_map, 64, 100, 160, "center") love.graphics.setColor( self.cleared_frames % 4 < 2 and { 1, 1, 0.3, 1 } or { 1, 1, 1, 1 } ) love.graphics.printf(formatTime(self.time_limit), 64, 200, 160, "center") love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(formatTime(self.time_extend), 64, 260, 160, "center") love.graphics.printf(formatTime(self.stage_frames), 64, 320, 160, "center") love.graphics.setFont(font_3x5_4) love.graphics.printf((self.stage_frames >= 3600 and self.current_map <= 20) and "" or "CLEAR!", 64, 130, 160, "center") end if self.clear then love.graphics.setFont(font_3x5_3) love.graphics.printf("EXCELLENT!", 64, 180, 160, "center") love.graphics.setFont(font_3x5_2) if self.current_map ~= 27 then love.graphics.printf("...but let's go\nbetter next time", 64, 220, 160, "center") end end end function SakuraGame:getBackground() return (self.current_map - 1) % 20 end function SakuraGame:getHighscoreData() return { maps = self.maps_cleared, current_map = self.current_map, frames = self.frames, } end return SakuraGame