162 lines
4.0 KiB
Lua
162 lines
4.0 KiB
Lua
require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local IntervalTrainingGame = GameMode:extend()
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IntervalTrainingGame.name = "Interval Training"
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IntervalTrainingGame.hash = "IntervalTraining"
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IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function IntervalTrainingGame:new()
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IntervalTrainingGame.super:new()
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self.roll_frames = 0
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self.combo = 1
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self.randomizer = History6RollsRandomizer()
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.lock_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function IntervalTrainingGame:initialize(ruleset)
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self.section_time_limit = 1800
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if ruleset.world then self.section_time_limit = 37 * 60 end
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self.super.initialize(self, ruleset)
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end
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function IntervalTrainingGame:getARE()
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return 6
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end
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function IntervalTrainingGame:getLineARE()
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return 6
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end
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function IntervalTrainingGame:getDasLimit()
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return 7
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end
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function IntervalTrainingGame:getLineClearDelay()
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return 4
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end
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function IntervalTrainingGame:getLockDelay()
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return 15
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end
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function IntervalTrainingGame:getGravity()
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return 20
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end
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function IntervalTrainingGame:getSection()
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return math.floor(level / 100) + 1
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end
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function IntervalTrainingGame:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames > 2968 then
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self.completed = true
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end
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return false
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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if self:getSectionTime() >= self.section_time_limit then
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self.game_over = true
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end
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end
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return true
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end
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function IntervalTrainingGame:onPieceEnter()
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if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function IntervalTrainingGame:onLineClear(cleared_row_count)
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if not self.clear then
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local new_level = self.level + cleared_row_count
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self:updateSectionTimes(self.level, new_level)
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self.level = math.min(new_level, 999)
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if self.level == 999 then
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self.clear = true
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end
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end
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end
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function IntervalTrainingGame:getSectionTime()
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return self.frames - self.section_start_time
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end
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function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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self.section_start_time = self.frames
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else
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self.level = math.min(new_level, 999)
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end
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end
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function IntervalTrainingGame:drawGrid(ruleset)
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self.grid:draw()
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end
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function IntervalTrainingGame:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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}
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end
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function IntervalTrainingGame:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.level, 240, 340, 40, "right")
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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end
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function IntervalTrainingGame:getSectionEndLevel()
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if self.level >= 900 then return 999
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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function IntervalTrainingGame:getBackground()
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return math.floor(self.level / 100)
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end
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return IntervalTrainingGame
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