local Object = require 'libs.classic' require 'funcs' local playedReadySE = false local playedGoSE = false local Grid = require 'tetris.components.grid' local drawBlock = require 'tetris.components.draw_block' local Randomizer = require 'tetris.randomizers.randomizer' local BagRandomizer = require 'tetris.randomizers.bag' local binser = require 'libs.binser' local GameMode = Object:extend() GameMode.name = "" GameMode.hash = "" GameMode.tagline = "" GameMode.rollOpacityFunction = function(age) return 0 end function GameMode:new() self.replay_inputs = {} self.random_low, self.random_high = love.math.getRandomSeed() self.random_state = love.math.getRandomState() self.save_replay = config.gamesettings.save_replay == 1 self.grid = Grid(10, 24) self.randomizer = Randomizer() self.piece = nil self.ready_frames = 100 self.frames = 0 self.game_over_frames = 0 self.score = 0 self.level = 0 self.lines = 0 self.squares = 0 self.drop_bonus = 0 self.are = 0 self.lcd = 0 self.das = { direction = "none", frames = -1 } self.move = "none" self.prev_inputs = {} self.next_queue = {} self.game_over = false self.clear = false self.completed = false -- configurable parameters self.lock_drop = false self.lock_hard_drop = false self.instant_hard_drop = false self.instant_soft_drop = true self.enable_hold = false self.enable_hard_drop = true self.next_queue_length = 1 self.additive_gravity = true self.classic_lock = false self.draw_section_times = false self.draw_secondary_section_times = false self.big_mode = false self.irs = true self.ihs = true self.square_mode = false self.immobile_spin_bonus = false self.rpc_details = "In game" self.SGnames = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9", "GM" } -- variables related to configurable parameters self.drop_locked = false self.hard_drop_locked = false self.lock_on_soft_drop = false self.lock_on_hard_drop = false self.cleared_block_table = {} self.last_lcd = 0 self.used_randomizer = nil self.hold_queue = nil self.held = false self.section_start_time = 0 self.section_times = { [0] = 0 } self.secondary_section_times = { [0] = 0 } end function GameMode:getARR() return 1 end function GameMode:getDropSpeed() return 1 end function GameMode:getARE() return 25 end function GameMode:getLineARE() return 25 end function GameMode:getLockDelay() return 30 end function GameMode:getLineClearDelay() return 40 end function GameMode:getDasLimit() return 15 end function GameMode:getDasCutDelay() return 0 end function GameMode:getGravity() return 1/64 end function GameMode:getNextPiece(ruleset) local shape = self.used_randomizer:nextPiece() return { skin = self:getSkin(), shape = shape, orientation = ruleset:getDefaultOrientation(shape), } end function GameMode:getSkin() return "2tie" end function GameMode:initialize(ruleset) -- generate next queue self.used_randomizer = ( table.equalvalues( table.keys(ruleset.colourscheme), self.randomizer.possible_pieces ) and self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme)) ) self.ruleset = ruleset for i = 1, math.max(self.next_queue_length, 1) do table.insert(self.next_queue, self:getNextPiece(ruleset)) end self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock] self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock] end function GameMode:saveReplay() -- Save replay. local replay = {} replay["inputs"] = self.replay_inputs replay["random_low"] = self.random_low replay["random_high"] = self.random_high replay["random_state"] = self.random_state replay["mode"] = self.name replay["ruleset"] = self.ruleset.name replay["timer"] = self.frames replay["score"] = self.score replay["level"] = self.level replay["lines"] = self.lines replay["gamesettings"] = config.gamesettings replay["secret_inputs"] = self.secret_inputs replay["timestamp"] = os.time() if love.filesystem.getInfo("replays") == nil then love.filesystem.createDirectory("replays") end local replay_files = love.filesystem.getDirectoryItems("replays") -- Select replay filename that doesn't collide with an existing one local replay_number = 0 local collision = true while collision do collision = false replay_number = replay_number + 1 for key, file in pairs(replay_files) do if file == replay_number..".crp" then collision = true break end end end love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay)) end function GameMode:addReplayInput(inputs) -- check if inputs have changed since last frame if not equals(self.prev_inputs, inputs) then -- insert new inputs into replay inputs table local new_inputs = {} new_inputs["inputs"] = {} new_inputs["frames"] = 1 for key, value in pairs(inputs) do new_inputs["inputs"][key] = value end self.replay_inputs[#self.replay_inputs + 1] = new_inputs else -- add 1 to input frame counter self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1 end end function GameMode:update(inputs, ruleset) if self.game_over or self.completed then if self.save_replay and self.game_over_frames == 0 then self:saveReplay() end self.game_over_frames = self.game_over_frames + 1 return end if config.gamesettings.diagonal_input == 2 then if inputs["left"] or inputs["right"] then inputs["up"] = false inputs["down"] = false elseif inputs["down"] then inputs["up"] = false end end if self.save_replay then self:addReplayInput(inputs) end -- advance one frame if self:advanceOneFrame(inputs, ruleset) == false then return end self:chargeDAS(inputs, self:getDasLimit(), self:getARR()) -- set attempt flags if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece, self.grid) end if ( inputs["rotate_left"] or inputs["rotate_right"] or inputs["rotate_left2"] or inputs["rotate_right2"] or inputs["rotate_180"] ) then self:onAttemptPieceRotate(self.piece, self.grid) end if self.piece == nil then self:processDelays(inputs, ruleset) else -- perform active frame actions such as fading out the next queue self:whilePieceActive() if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then self:hold(inputs, ruleset) self.prev_inputs = inputs return end if (self.lock_drop or ( not ruleset.are or self:getARE() == 0 )) and inputs["down"] ~= true then self.drop_locked = false end if (self.lock_hard_drop or ( not ruleset.are or self:getARE() == 0 )) and inputs["up"] ~= true then self.hard_drop_locked = false end -- diff vars to use in checks local piece_y = self.piece.position.y local piece_x = self.piece.position.x local piece_rot = self.piece.rotation ruleset:processPiece( inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs, ( inputs.up and self.lock_on_hard_drop and not self.hard_drop_locked ) and "none" or self.move, self:getLockDelay(), self:getDropSpeed(), self.drop_locked, self.hard_drop_locked, self.enable_hard_drop, self.additive_gravity, self.classic_lock ) local piece_dy = self.piece.position.y - piece_y local piece_dx = self.piece.position.x - piece_x local piece_drot = self.piece.rotation - piece_rot -- das cut if ( (piece_dy ~= 0 and (inputs.up or inputs.down)) or (piece_drot ~= 0 and ( inputs.rotate_left or inputs.rotate_right or inputs.rotate_left2 or inputs.rotate_right2 or inputs.rotate_180 )) ) then self:dasCut() end if (piece_dx ~= 0) then self.piece.last_rotated = false self:onPieceMove(self.piece, self.grid, piece_dx) end if (piece_dy ~= 0) then self.piece.last_rotated = false self:onPieceDrop(self.piece, self.grid, piece_dy) end if (piece_drot ~= 0) then self.piece.last_rotated = true self:onPieceRotate(self.piece, self.grid, piece_drot) end if inputs["up"] == true and self.piece:isDropBlocked(self.grid) and not self.hard_drop_locked then self:onHardDrop(piece_dy) if self.lock_on_hard_drop then self.piece_hard_dropped = true self.piece.locked = true end end if inputs["down"] == true then if not ( self.piece:isDropBlocked(self.grid) and piece_drot ~= 0 ) then self:onSoftDrop(piece_dy) end if self.piece:isDropBlocked(self.grid) and not self.drop_locked and self.lock_on_soft_drop then self.piece.locked = true self.piece_soft_locked = true end end if self.piece.locked == true then -- spin detection, immobile only for now if self.immobile_spin_bonus and self.piece.last_rotated and ( self.piece:isDropBlocked(self.grid) and self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) and self.piece:isMoveBlocked(self.grid, { x=0, y=-1 }) ) then self.piece.spin = true end self.grid:applyPiece(self.piece) -- mark squares (can be overridden) if self.square_mode then self.squares = self.squares + self.grid:markSquares() end local cleared_row_count = self.grid:getClearedRowCount() self:onPieceLock(self.piece, cleared_row_count) self:updateScore(self.level, self.drop_bonus, cleared_row_count) self.cleared_block_table = self.grid:markClearedRows() self.piece = nil if self.enable_hold then self.held = false end if cleared_row_count > 0 then local row_count_names = {"single","double","triple","quad"} playSE("erase",row_count_names[cleared_row_count] or "quad") self.lcd = self:getLineClearDelay() self.last_lcd = self.lcd self.are = ( ruleset.are and self:getLineARE() or 0 ) if self.lcd == 0 then self.grid:clearClearedRows() self:afterLineClear(cleared_row_count) if self.are == 0 then self:initializeOrHold(inputs, ruleset) end end self:onLineClear(cleared_row_count) else if self:getARE() == 0 or not ruleset.are then self:initializeOrHold(inputs, ruleset) else self.are = self:getARE() end end end end self.prev_inputs = inputs end function GameMode:updateScore() end function GameMode:advanceOneFrame() if self.clear then self.completed = true elseif self.ready_frames == 0 then self.frames = self.frames + 1 end end -- event functions function GameMode:whilePieceActive() end function GameMode:onAttemptPieceMove(piece, grid) end function GameMode:onAttemptPieceRotate(piece, grid) end function GameMode:onPieceMove(piece, grid, dx) end function GameMode:onPieceRotate(piece, grid, drot) end function GameMode:onPieceDrop(piece, grid, dy) end function GameMode:onPieceLock(piece, cleared_row_count) playSE("lock") end function GameMode:onLineClear(cleared_row_count) end function GameMode:afterLineClear(cleared_row_count) end function GameMode:onPieceEnter() end function GameMode:onHold() end function GameMode:onSoftDrop(dropped_row_count) self.drop_bonus = self.drop_bonus + ( (self.piece.big and 2 or 1) * dropped_row_count ) end function GameMode:onHardDrop(dropped_row_count) self:onSoftDrop(dropped_row_count * 2) end function GameMode:onGameOver() switchBGM(nil) local alpha = 0 local animation_length = 120 if self.game_over_frames < animation_length then -- Show field for a bit, then fade out. alpha = math.pow(2048, self.game_over_frames/animation_length - 1) elseif self.game_over_frames < 2 * animation_length then -- Keep field hidden for a short time, then pop it back in (for screenshots). alpha = 1 end love.graphics.setColor(0, 0, 0, alpha) love.graphics.rectangle( "fill", 64, 80, 16 * self.grid.width, 16 * (self.grid.height - 4) ) end function GameMode:onGameComplete() self:onGameOver() end function GameMode:onExit() end -- DAS functions function GameMode:startRightDAS() self.move = "right" self.das = { direction = "right", frames = 0 } if self:getDasLimit() == 0 then self:continueDAS() end end function GameMode:startLeftDAS() self.move = "left" self.das = { direction = "left", frames = 0 } if self:getDasLimit() == 0 then self:continueDAS() end end function GameMode:continueDAS() local das_frames = self.das.frames + 1 if das_frames >= self:getDasLimit() then if self.das.direction == "left" then self.move = (self:getARR() == 0 and "speed" or "") .. "left" self.das.frames = self:getDasLimit() - self:getARR() elseif self.das.direction == "right" then self.move = (self:getARR() == 0 and "speed" or "") .. "right" self.das.frames = self:getDasLimit() - self:getARR() end else self.move = "none" self.das.frames = das_frames end end function GameMode:stopDAS() self.move = "none" self.das = { direction = "none", frames = -1 } end function GameMode:chargeDAS(inputs) if config.gamesettings.das_last_key == 2 then if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then self:startRightDAS() elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then self:startLeftDAS() elseif inputs[self.das.direction] == true then self:continueDAS() else self:stopDAS() end else -- default behaviour, das first key pressed if inputs[self.das.direction] == true then self:continueDAS() elseif inputs["right"] == true then self:startRightDAS() elseif inputs["left"] == true then self:startLeftDAS() else self:stopDAS() end end end function GameMode:dasCut() self.das.frames = math.max( self.das.frames - self:getDasCutDelay(), -(self:getDasCutDelay() + 1) ) end function GameMode:areCancel(inputs, ruleset) if ruleset.are_cancel and strTrueValues(inputs) ~= "" and not self.prev_inputs.up and (self.piece_hard_dropped or (self.piece_soft_locked and not self.prev_inputs.down)) then self.lcd = 0 self.are = 0 end end function GameMode:checkBufferedInputs(inputs) if ( config.gamesettings.buffer_lock ~= 1 and not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop ) then self.buffer_hard_drop = true end if ( config.gamesettings.buffer_lock ~= 1 and not self.prev_inputs["down"] and inputs["down"] ) then self.buffer_soft_drop = true end end function GameMode:processDelays(inputs, ruleset, drop_speed) if self.ready_frames == 100 then playedReadySE = false playedGoSE = false end if self.ready_frames > 0 then self:checkBufferedInputs(inputs) if not playedReadySE then playedReadySE = true playSEOnce("ready") end self.ready_frames = self.ready_frames - 1 if self.ready_frames == 50 and not playedGoSE then playedGoSE = true playSEOnce("go") end if self.ready_frames == 0 then self:initializeOrHold(inputs, ruleset) end elseif self.lcd > 0 then self:checkBufferedInputs(inputs) self.lcd = self.lcd - 1 self:areCancel(inputs, ruleset) if self.lcd == 0 then local cleared_row_count = self.grid:getClearedRowCount() self.grid:clearClearedRows() self:afterLineClear(cleared_row_count) playSE("fall") if self.are == 0 then self:initializeOrHold(inputs, ruleset) end end elseif self.are > 0 then self:checkBufferedInputs(inputs) self.are = self.are - 1 self:areCancel(inputs, ruleset) if self.are == 0 then self:initializeOrHold(inputs, ruleset) end end end function GameMode:initializeOrHold(inputs, ruleset) if ( (self.frames == 0 or (ruleset.are and self:getARE() ~= 0)) and self.ihs or false ) and self.enable_hold and inputs["hold"] == true then self:hold(inputs, ruleset, true) else self:initializeNextPiece(inputs, ruleset, self.next_queue[1]) end self:onPieceEnter() self:onEnterOrHold(inputs, ruleset) end function GameMode:hold(inputs, ruleset, ihs) local data = copy(self.hold_queue) if self.piece == nil then self.hold_queue = self.next_queue[1] table.remove(self.next_queue, 1) table.insert(self.next_queue, self:getNextPiece(ruleset)) else self.hold_queue = { skin = self.piece.skin, shape = self.piece.shape, orientation = ruleset:getDefaultOrientation(self.piece.shape), } end if data == nil then self:initializeNextPiece(inputs, ruleset, self.next_queue[1]) else self:initializeNextPiece(inputs, ruleset, data, false) end self.held = true self:onHold() if ihs then playSE("ihs") else playSE("hold") self:onEnterOrHold(inputs, ruleset) end end function GameMode:onEnterOrHold(inputs, ruleset) if not self.grid:canPlacePiece(self.piece) then self.game_over = true return elseif self.piece:isDropBlocked(self.grid) then playSE("bottom") end ruleset:dropPiece( inputs, self.piece, self.grid, self:getGravity(), self:getDropSpeed(), self.drop_locked, self.hard_drop_locked ) end function GameMode:initializeNextPiece( inputs, ruleset, piece_data, generate_next_piece ) if not self.buffer_soft_drop and self.lock_drop or ( not ruleset.are or self:getARE() == 0 ) then self.drop_locked = true end if not self.buffer_hard_drop and self.lock_hard_drop or ( not ruleset.are or self:getARE() == 0 ) then self.hard_drop_locked = true end self.piece = ruleset:initializePiece( inputs, piece_data, self.grid, self:getGravity(), self.prev_inputs, self.move, self:getLockDelay(), self:getDropSpeed(), self.drop_locked, self.hard_drop_locked, self.big_mode, ( self.frames == 0 or (ruleset.are and self:getARE() ~= 0) ) and self.irs or false ) if config.gamesettings.buffer_lock == 3 then if self.buffer_hard_drop then local prev_y = self.piece.position.y self.piece:dropToBottom(self.grid) self.piece.locked = self.lock_on_hard_drop self:onHardDrop(self.piece.position.y - prev_y) end if ( self.buffer_soft_drop and self.lock_on_soft_drop and self:getGravity() >= self.grid.height - 4 ) then self.piece.locked = true end end self.piece_hard_dropped = false self.piece_soft_locked = false self.buffer_hard_drop = false self.buffer_soft_drop = false if generate_next_piece == nil then table.remove(self.next_queue, 1) table.insert(self.next_queue, self:getNextPiece(ruleset)) end self:playNextSound(ruleset) end function GameMode:playNextSound(ruleset) playSE("blocks", ruleset.next_sounds[self.next_queue[1].shape]) end function GameMode:getHighScoreData() return { score = self.score } end function GameMode:animation(x, y, skin, colour) -- Animation progress where 0 = start and 1 = end local progress = 1 if self.last_lcd ~= 0 then progress = (self.last_lcd - self.lcd) / self.last_lcd end -- Convert progress through the animation into an alpha value, with easing local alpha = 1 - progress ^ 2 return { 1, 1, 1, alpha, skin, colour, 48 + x * 16, y * 16 } end function GameMode:canDrawLCA() return self.lcd > 0 end function GameMode:drawLineClearAnimation() -- animation function -- params: block x, y, skin, colour -- returns: table with RGBA, skin, colour, x, y -- Quadratic Fadeout (default) --[[ function animation(x, y, skin, colour) -- Animation progress where 0 = start and 1 = end local progress = 1 if self.last_lcd ~= 0 then progress = (self.last_lcd - self.lcd) / self.last_lcd end -- Convert progress through the animation into an alpha value, with easing local alpha = 1 - progress ^ 2 return { 1, 1, 1, alpha, skin, colour, 48 + x * 16, y * 16 } end --]] -- Flashy Fadeout --[[ function animation(x, y, skin, colour) -- Animation progress where 0 = start and 1 = end local progress = 1 if self.last_lcd ~= 0 then progress = (self.last_lcd - self.lcd) / self.last_lcd end -- Change this number to change "bounciness" local bounce = 13 -- Convert progress through the animation into an alpha value local alpha = 0 -- Cutoff is arbitrary: corresponds to level 500 in Marathon A2 if self.last_lcd > 25 then -- Goes up and down: looks better when animation is long alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress) else -- Always decreasing: looks better when animation is short alpha = 1 - progress * progress end return { 1, 1, 1, alpha, skin, colour, 48 + x * 16, y * 16 } end --]] -- Fadeout --[[ function animation(x, y, skin, colour) return { 1, 1, 1, -0.25 + 1.25 * (self.lcd / self.last_lcd), skin, colour, 48 + x * 16, y * 16 } end --]] -- Flash --[[ function animation(x, y, skin, colour) return { 1, 1, 1, self.lcd % 6 < 3 and 1 or 0.25, skin, colour, 48 + x * 16, y * 16 } end --]] -- TGM1 pop-out --[[ function animation(x, y, skin, colour) local p = 0.5 local l = ( (self.last_lcd - self.lcd) / self.last_lcd ) local dx = l * (x - (1 + self.grid.width) / 2) local dy = l * (y - (1 + self.grid.height) / 2) return { 1, 1, 1, 1, skin, colour, 48 + (x + dx) * 16, (y + dy) * 16 + (464 / (p - 1)) * l * (p - l) } end --]] for y, row in pairs(self.cleared_block_table) do for x, block in pairs(row) do local animation_table = self:animation(x, y, block.skin, block.colour) drawBlock( animation_table[1], animation_table[2], animation_table[3], animation_table[4], blocks[animation_table[5]][animation_table[6]], animation_table[7], animation_table[8], 48, 48+(self.grid.width+1)*16, 5*16, (self.grid.height+1)*16 ) end end end function GameMode:drawPiece() if self.piece ~= nil then local b = ( self.classic_lock and ( self.piece:isDropBlocked(self.grid) and 1 - self.piece.gravity or 1 ) or 1 - (self.piece.lock_delay / self:getLockDelay()) ) self.piece:draw(1, 0.25 + 0.75 * b, self.grid) end end function GameMode:drawGhostPiece(ruleset) if self.piece == nil or not self.grid:canPlacePiece(self.piece) then return end local ghost_piece = self.piece:withOffset({x=0, y=0}) ghost_piece.ghost = true ghost_piece:dropToBottom(self.grid) ghost_piece:draw(0.5, 1, self.grid) end function GameMode:drawNextQueue(ruleset) local colourscheme if table.equalvalues( self.used_randomizer.possible_pieces, {"I", "J", "L", "O", "S", "T", "Z"} ) then colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour] else colourscheme = ruleset.colourscheme end function drawPiece(piece, skin, offsets, pos_x, pos_y) for index, offset in pairs(offsets) do local x = offset.x + ruleset:getDrawOffset(piece, rotation).x + ruleset.spawn_positions[piece].x local y = offset.y + ruleset:getDrawOffset(piece, rotation).y + 4.7 drawBlock( 1, 1, 1, 1, blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16 ) end end for i = 1, self.next_queue_length do self:setNextOpacity(i) local next_piece = self.next_queue[i].shape local skin = self.next_queue[i].skin local rotation = self.next_queue[i].orientation if config.side_next then -- next at side drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], 192, -16+i*48) else -- next at top drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32) end end if self.hold_queue ~= nil and self.enable_hold then self:setHoldOpacity() drawPiece( self.hold_queue.shape, self.hold_queue.skin, ruleset.block_offsets[self.hold_queue.shape][self.hold_queue.orientation], -16, -32 ) end return false end function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end function GameMode:setHoldOpacity() local colour = self.held and 0.6 or 1 love.graphics.setColor(colour, colour, colour, 1) end function GameMode:getBackground() return 0 end function GameMode:getHighscoreData() return {} end function GameMode:drawGrid() self.grid:draw() end function GameMode:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) if config["side_next"] then love.graphics.printf("NEXT", 240, 72, 40, "left") else love.graphics.printf("NEXT", 64, 40, 40, "left") end love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. strTrueValues(self.prev_inputs) .. self.drop_bonus ) love.graphics.setFont(font_8x11) love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") end function GameMode:drawSectionTimes(current_section) local section_x = 530 for section, time in pairs(self.section_times) do if section > 0 then love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") end end love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left") end function GameMode:sectionColourFunction(section) return { 1, 1, 1, 1 } end function GameMode:drawSectionTimesWithSecondary(current_section, section_limit) section_limit = section_limit or math.huge local section_x = 530 local section_secondary_x = 440 for section, time in pairs(self.section_times) do if section > 0 then love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") end end for section, time in pairs(self.secondary_section_times) do love.graphics.setColor(self:sectionColourFunction(section)) if section > 0 then love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left") end love.graphics.setColor(1, 1, 1, 1) end local current_x if table.getn(self.section_times) < table.getn(self.secondary_section_times) then current_x = section_x else current_x = section_secondary_x end if current_section <= section_limit then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end end function GameMode:drawSectionTimesWithSplits(current_section, section_limit) section_limit = section_limit or math.huge local section_x = 440 local split_x = 530 local split_time = 0 for section, time in pairs(self.section_times) do if section > 0 then love.graphics.setColor(self:sectionColourFunction(section)) love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") love.graphics.setColor(1, 1, 1, 1) split_time = split_time + time love.graphics.printf(formatTime(split_time), split_x, 40 + 20 * section, 90, "left") end end if (current_section <= section_limit) then love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left") love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left") end end function GameMode:drawBackground() love.graphics.setColor(1, 1, 1, 1) love.graphics.draw( backgrounds[self:getBackground()], 0, 0, 0, 0.5, 0.5 ) end function GameMode:drawFrame() -- game frame if self.grid.width == 10 and self.grid.height == 24 then love.graphics.draw(misc_graphics["frame"], 48, 64) else love.graphics.setColor(174/255, 83/255, 76/255, 1) love.graphics.setLineWidth(8) love.graphics.line( 60,76, 68+16*self.grid.width,76, 68+16*self.grid.width,84+16*(self.grid.height-4), 60,84+16*(self.grid.height-4), 60,76 ) love.graphics.setColor(203/255, 137/255, 111/255, 1) love.graphics.setLineWidth(4) love.graphics.line( 60,76, 68+16*self.grid.width,76, 68+16*self.grid.width,84+16*(self.grid.height-4), 60,84+16*(self.grid.height-4), 60,76 ) love.graphics.setLineWidth(1) love.graphics.setColor(0, 0, 0, 200) love.graphics.rectangle( "fill", 64, 80, 16 * self.grid.width, 16 * (self.grid.height - 4) ) end end function GameMode:drawReadyGo() -- ready/go graphics love.graphics.setColor(1, 1, 1, 1) if self.ready_frames <= 100 and self.ready_frames > 52 then love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14) elseif self.ready_frames <= 50 and self.ready_frames > 2 then love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14) end end function GameMode:drawCustom() end function GameMode:drawIfPaused() love.graphics.setFont(font_3x5_3) love.graphics.printf("PAUSED!", 64, 160, 160, "center") end -- transforms specified in here will transform the whole screen -- if you want a transform for a particular component, push the -- default transform by using love.graphics.push(), do your -- transform, and then love.graphics.pop() at the end of that -- component's draw call! function GameMode:transformScreen() end function GameMode:draw(paused) self:transformScreen() self:drawBackground() self:drawFrame() self:drawGrid() self:drawPiece() if self:canDrawLCA() then self:drawLineClearAnimation() end self:drawNextQueue(self.ruleset) self:drawScoringInfo() self:drawReadyGo() self:drawCustom() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) if config.gamesettings.display_gamemode == 1 then love.graphics.printf( self.name .. " - " .. self.ruleset.name, 0, 460, 640, "left" ) end if paused then self:drawIfPaused() end if self.completed then self:onGameComplete() elseif self.game_over then self:onGameOver() end end return GameMode