require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart' local SurvivalAXGame = GameMode:extend() SurvivalAXGame.name = "Survival AX" SurvivalAXGame.hash = "SurvivalAX" SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?" function SurvivalAXGame:new() SurvivalAXGame.super:new() self.randomizer = Bag7NoSZOStartRandomizer() self.section_time_limit = 3600 self.section_start_time = 0 self.section_times = { [0] = 0 } self.section_clear = false self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.next_queue_length = 3 end function SurvivalAXGame:getARE() if self.lines < 10 then return 18 elseif self.lines < 40 then return 14 elseif self.lines < 60 then return 12 elseif self.lines < 70 then return 10 elseif self.lines < 80 then return 8 elseif self.lines < 90 then return 7 else return 6 end end function SurvivalAXGame:getLineARE() return self:getARE() end function SurvivalAXGame:getDasLimit() if self.lines < 20 then return 10 elseif self.lines < 50 then return 9 elseif self.lines < 70 then return 8 else return 7 end end function SurvivalAXGame:getLineClearDelay() if self.lines < 10 then return 14 elseif self.lines < 30 then return 9 else return 5 end end function SurvivalAXGame:getLockDelay() if self.lines < 10 then return 28 elseif self.lines < 20 then return 24 elseif self.lines < 30 then return 22 elseif self.lines < 40 then return 20 elseif self.lines < 50 then return 18 elseif self.lines < 70 then return 14 else return 13 end end function SurvivalAXGame:getGravity() return 20 end function SurvivalAXGame:getSection() return math.floor(level / 100) + 1 end function SurvivalAXGame:advanceOneFrame() if self.ready_frames == 0 then if not self.section_clear then self.frames = self.frames + 1 end if self:getSectionTime() >= self.section_time_limit then self.game_over = true end end return true end function SurvivalAXGame:onLineClear(cleared_row_count) if not self.clear then local new_lines = self.lines + cleared_row_count self:updateSectionTimes(self.lines, new_lines) self.lines = math.min(new_lines, 150) if self.lines == 150 then self.grid:clear() self.clear = true self.completed = true end end end function SurvivalAXGame:getSectionTime() return self.frames - self.section_start_time end function SurvivalAXGame:updateSectionTimes(old_lines, new_lines) if math.floor(old_lines / 10) < math.floor(new_lines / 10) then -- record new section table.insert(self.section_times, self:getSectionTime()) self.section_start_time = self.frames self.section_clear = true end end function SurvivalAXGame:onPieceEnter() self.section_clear = false end function SurvivalAXGame:drawGrid(ruleset) self.grid:draw() end function SurvivalAXGame:getHighscoreData() return { lines = self.lines, frames = self.frames, } end function SurvivalAXGame:drawScoringInfo() SurvivalAXGame.super.drawScoringInfo(self) if config["side_next"] then love.graphics.printf("NEXT", 240, 72, 40, "left") else love.graphics.printf("NEXT", 64, 40, 40, "left") end local text_x = config["side_next"] and 316 or 240 love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(self.prev_inputs) ) if self.lines < 150 then love.graphics.printf("TIME LEFT", text_x, 250, 80, "left") end love.graphics.printf("LINES", text_x, 320, 40, "left") local current_section = math.floor(self.lines / 10) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self.lines, text_x, 340, 40, "right") love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), text_x, 370, 40, "right") -- draw time left, flash red if necessary local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end if self.lines < 150 then love.graphics.printf(formatTime(time_left), text_x, 270, 160, "left") end love.graphics.setColor(1, 1, 1, 1) end function SurvivalAXGame:getSectionEndLines() return math.floor(self.lines / 10 + 1) * 10 end function SurvivalAXGame:getBackground() return math.floor(self.lines / 10) end return SurvivalAXGame