require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag' local ScoreDrainGame = GameMode:extend() ScoreDrainGame.name = "Score Drain" ScoreDrainGame.hash = "ScoreDrain" ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!" function ScoreDrainGame:new() self.super:new() self.score = 2500 self.drain_rate = 50 self.combo = 1 self.randomizer = History6RollsRandomizer() self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function ScoreDrainGame:getARE() if self.level < 700 then return 27 elseif self.level < 800 then return 18 elseif self.level < 1000 then return 14 elseif self.level < 1100 then return 8 elseif self.level < 1200 then return 7 else return 6 end end function ScoreDrainGame:getLineARE() if self.level < 600 then return 27 elseif self.level < 700 then return 18 elseif self.level < 800 then return 14 elseif self.level < 1100 then return 8 elseif self.level < 1200 then return 7 else return 6 end end function ScoreDrainGame:getDasLimit() if self.level < 500 then return 15 elseif self.level < 900 then return 9 else return 7 end end function ScoreDrainGame:getLineClearDelay() if self.level < 500 then return 40 elseif self.level < 600 then return 25 elseif self.level < 700 then return 16 elseif self.level < 800 then return 12 elseif self.level < 1100 then return 6 elseif self.level < 1200 then return 5 else return 4 end end function ScoreDrainGame:getLockDelay() if self.level < 900 then return 30 elseif self.level < 1100 then return 17 else return 15 end end function ScoreDrainGame:getGravity() if (self.level < 30) then return 4/256 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 < 120) then return 80/256 elseif (self.level < 140) then return 96/256 elseif (self.level < 160) then return 112/256 elseif (self.level < 170) then return 128/256 elseif (self.level < 200) then return 144/256 elseif (self.level < 220) then return 4/256 elseif (self.level < 230) then return 32/256 elseif (self.level < 233) then return 64/256 elseif (self.level < 236) then return 96/256 elseif (self.level < 239) then return 128/256 elseif (self.level < 243) then return 160/256 elseif (self.level < 247) then return 192/256 elseif (self.level < 251) then return 224/256 elseif (self.level < 300) then return 1 elseif (self.level < 330) then return 2 elseif (self.level < 360) then return 3 elseif (self.level < 400) then return 4 elseif (self.level < 420) then return 5 elseif (self.level < 450) then return 4 elseif (self.level < 500) then return 3 else return 20 end end function ScoreDrainGame:advanceOneFrame() if self.ready_frames == 0 then self.frames = self.frames + 1 self.score = math.max(0, self.score - self.drain_rate / 60) self.game_over = self.score <= 0 and true or false end return true end function ScoreDrainGame:onPieceEnter() if (self.level % 100 ~= 99) and self.frames ~= 0 then self.level = self.level + 1 end end local cleared_row_levels = {1, 2, 4, 6} function ScoreDrainGame:onLineClear(cleared_row_count) local new_level = self.level + cleared_row_levels[cleared_row_count] self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate self.level = new_level end function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines) 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 function ScoreDrainGame:drawGrid() self.grid:draw() if self.piece ~= nil and self.level < 100 then self:drawGhostPiece(ruleset) end end function ScoreDrainGame: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("DRAIN RATE", 240, 90, 80, "left") love.graphics.printf("SCORE", 240, 170, 40, "left") love.graphics.printf("TIME LEFT", 240, 250, 80, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.setFont(font_3x5_3) love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left") local frames_left = self.score / self.drain_rate * 60 if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left") love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(math.floor(self.score), 240, 190, 90, "left") love.graphics.printf(self.level, 240, 340, 50, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right") love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function ScoreDrainGame:getHighscoreData() return { level = self.level, frames = self.frames, } end function ScoreDrainGame:getSectionEndLevel() return math.floor(self.level / 100 + 1) * 100 end function ScoreDrainGame:getBackground() return math.floor(self.level / 100) end return ScoreDrainGame