require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local PacerTest = GameMode:extend() PacerTest.name = "TetrisGramâ„¢ Pacer Test" PacerTest.hash = "PacerTest" PacerTest.tagline = "" PacerTest.arr = 1 PacerTest.drop_speed = 1 local function getLevelFrames(level) if level == 1 then return 72 * 60 / 8.0 else return 72 * 60 / (8 + level * 0.5) end end local level_end_sections = { 7, 15, 23, 32, 41, 51, 61, 72, 83, 94, 106, 118, 131, 144, 157, 171, 185, 200, 215, 231, 247 } function PacerTest:new() PacerTest.super:new() self.ready_frames = 2430 self.clear_frames = 0 self.randomizer = History6RollsRandomizer() self.level = 1 self.section = 0 self.level_frames = 0 self.section_lines = 0 self.section_clear = false self.strikes = 0 self.lock_drop = true self.lock_hard_drop = true self.enable_hold = true self.instant_hard_drop = true self.instant_soft_drop = false self.next_queue_length = 3 end function PacerTest:initialize(ruleset) for i = 1, 30 do table.insert(self.next_queue, self:getNextPiece(ruleset)) end self.level_frames = getLevelFrames(1) switchBGM("pacer_test") end function PacerTest:getARE() return 0 end function PacerTest:getLineARE() return 0 end function PacerTest:getDasLimit() return 8 end function PacerTest:getLineClearDelay() return 6 end function PacerTest:getLockDelay() return 30 end function PacerTest:getGravity() return 1/64 end function PacerTest:getSection() return math.floor(level / 100) + 1 end function PacerTest:advanceOneFrame() if self.clear then self.clear_frames = self.clear_frames + 1 if self.clear_frames > 600 then self.completed = true end return false elseif self.ready_frames == 0 then self.frames = self.frames + 1 self.level_frames = self.level_frames - 1 if self.level_frames <= 0 then self:checkSectionStatus() self.section = self.section + 1 if self.section >= level_end_sections[self.level] then self.level = self.level + 1 end self.level_frames = self.level_frames + getLevelFrames(self.level) end end return true end function PacerTest:checkSectionStatus() if self.section_clear then self.strikes = 0 self.section_clear = false else self.strikes = self.strikes + 1 if self.strikes >= 200 then self.game_over = true fadeoutBGM(2.5) end end self.section_lines = 0 end function PacerTest:onLineClear(cleared_row_count) self.section_lines = self.section_lines + cleared_row_count if self.section_lines >= 3 then self.section_clear = true end end function PacerTest:drawGrid(ruleset) self.grid:draw() if self.piece ~= nil then self:drawGhostPiece(ruleset) end end function PacerTest:getHighscoreData() return { level = self.level, frames = self.frames, } end function PacerTest:drawScoringInfo() PacerTest.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.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("LINES", text_x, 224, 70, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left") for i = 1, math.min(self.strikes, 3) do love.graphics.draw(misc_graphics["strike"], text_x + (i - 1) * 30, 280) end love.graphics.setFont(font_3x5_3) love.graphics.printf(self.section_lines .. "/3", text_x, 244, 40, "left") love.graphics.printf(self.level, text_x, 340, 40, "right") love.graphics.printf(self.section, text_x, 370, 40, "right") end function PacerTest:getBackground() return self.level - 1 end return PacerTest