cambridge/tetris/modes/survival_a2.lua

188 lines
4.8 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local SurvivalA2Game = GameMode:extend()
SurvivalA2Game.name = "Survival A2"
SurvivalA2Game.hash = "SurvivalA2"
SurvivalA2Game.tagline = "The game starts fast and only gets faster!"
function SurvivalA2Game:new()
SurvivalA2Game.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
end
function SurvivalA2Game:getARE()
if self.level < 100 then return 18
elseif self.level < 300 then return 14
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
end
function SurvivalA2Game:getLineARE()
if self.level < 100 then return 14
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
end
function SurvivalA2Game:getDasLimit()
if self.level < 200 then return 11
elseif self.level < 300 then return 10
elseif self.level < 400 then return 9
else return 7 end
end
function SurvivalA2Game:getLineClearDelay()
return self:getLineARE() - 2
end
function SurvivalA2Game:getLockDelay()
if self.level < 100 then return 30
elseif self.level < 200 then return 26
elseif self.level < 300 then return 22
elseif self.level < 400 then return 18
else return 15 end
end
function SurvivalA2Game:getGravity()
return 20
end
function SurvivalA2Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,25) then
self.level = 500
return true
end
return false
end
function SurvivalA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 1800 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function SurvivalA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function SurvivalA2Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level < 999 then
self.game_over = true
return
end
end
self.level = new_level
end
end
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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 * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function SurvivalA2Game:getLetterGrade()
if self.level >= 999 then return "GM"
elseif self.level > 500 then return "M"
elseif self.level == 500 and not self.clear then return "M"
else return "" end
end
function SurvivalA2Game:drawGrid()
self.grid:draw()
end
function SurvivalA2Game:drawScoringInfo()
SurvivalA2Game.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.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if self:getLetterGrade() ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function SurvivalA2Game:getSectionEndLevel()
if self.clear then return self.level
elseif self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function SurvivalA2Game:getBackground()
return math.floor(self.level / 100)
end
function SurvivalA2Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
return SurvivalA2Game