mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-23 03:09:03 -06:00
1fdd091456
You can now specify an arbitrary number of pieces for a ruleset. The randomizers will adjust accordingly. Expect a pento ruleset in the modpack soon! Also, gamemode skin selection has been refactored.
345 lines
9.1 KiB
Lua
345 lines
9.1 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'
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local PhantomMania2Game = GameMode:extend()
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PhantomMania2Game.name = "Phantom Mania 2"
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PhantomMania2Game.hash = "PhantomMania2"
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PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make it to level 1300?"
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function PhantomMania2Game:new()
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PhantomMania2Game.super:new()
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self.grade = 0
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self.garbage = 0
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self.clear = false
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self.completed = false
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self.roll_frames = 0
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self.combo = 1
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self.hold_age = 0
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self.queue_age = 0
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self.roll_points = 0
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self.SGnames = {
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
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"GM"
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}
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.coolregret_message = ""
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self.coolregret_timer = 0
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end
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function PhantomMania2Game:getARE()
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if self.level < 300 then return 12
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else return 6 end
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end
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function PhantomMania2Game:getLineARE()
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if self.level < 100 then return 8
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elseif self.level < 200 then return 7
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elseif self.level < 500 then return 6
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elseif self.level < 1300 then return 5
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else return 6 end
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end
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function PhantomMania2Game:getDasLimit()
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if self.level < 200 then return 9
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elseif self.level < 500 then return 7
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else return 5 end
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end
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function PhantomMania2Game:getLineClearDelay()
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return self:getLineARE() - 2
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end
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function PhantomMania2Game:getLockDelay()
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if self.level < 200 then return 18
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elseif self.level < 300 then return 17
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elseif self.level < 500 then return 15
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elseif self.level < 600 then return 13
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else return 12 end
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end
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function PhantomMania2Game:getGravity()
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return 20
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end
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function PhantomMania2Game:getGarbageLimit()
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if self.level < 600 then return 20
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 10
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elseif self.level < 900 then return 9
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else return 8 end
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end
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function PhantomMania2Game:getSkin()
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return self.level >= 1000 and "bone" or "2tie"
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end
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function PhantomMania2Game:hitTorikan(old_level, new_level)
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if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,02) then
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self.level = 300
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return true
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end
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if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,03) then
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self.level = 500
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return true
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end
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if old_level < 800 and new_level >= 800 and self.frames > frameTime(4,45) then
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self.level = 800
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return true
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end
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if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,38) then
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self.level = 1000
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return true
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end
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return false
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end
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function PhantomMania2Game: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 < 0 then
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if self.roll_frames + 1 == 0 then
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switchBGM("credit_roll", "gm3")
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return true
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end
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return false
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elseif self.roll_frames > 3238 then
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switchBGM(nil)
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self.roll_points = self.level >= 1300 and self.roll_points + 150 or self.roll_points
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self.grade = self.grade + math.floor(self.roll_points / 100)
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.hold_age = self.hold_age + 1
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end
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return true
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end
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function PhantomMania2Game:whilePieceActive()
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self.queue_age = self.queue_age + 1
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end
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function PhantomMania2Game:onPieceEnter()
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self.queue_age = 0
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if (self.level % 100 ~= 99) 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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local cleared_row_levels = {1, 2, 4, 6}
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local torikan_roll_points = {10, 20, 30, 100}
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local big_roll_points = {10, 20, 100, 200}
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function PhantomMania2Game:onLineClear(cleared_row_count)
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if not self.clear then
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local new_level = self.level + cleared_row_levels[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
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if new_level >= 1300 then
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self.level = 1300
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self.big_mode = true
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end
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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else
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self.level = math.min(new_level, 1300)
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end
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self:advanceBottomRow(-cleared_row_count)
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else
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if self.big_mode then self.roll_points = self.roll_points + big_roll_points[cleared_row_count / 2]
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else self.roll_points = self.roll_points + torikan_roll_points[cleared_row_count] end
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if self.roll_points >= 100 then
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self.roll_points = self.roll_points - 100
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self.grade = self.grade + 1
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end
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end
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end
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function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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function PhantomMania2Game:onHold()
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self.super.onHold()
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self.hold_age = 0
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end
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function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local cool_cutoffs = {
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frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
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frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
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frameTime(0,27), frameTime(0,27), frameTime(0,27),
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}
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local regret_cutoffs = {
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frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
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frameTime(0,35), frameTime(0,35), frameTime(0,35),
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}
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function PhantomMania2Game: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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local section = math.floor(old_level / 100) + 1
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if section_time <= cool_cutoffs[section] then
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self.grade = self.grade + 2
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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elseif section_time <= regret_cutoffs[section] then
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self.grade = self.grade + 1
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else
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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end
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end
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end
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function PhantomMania2Game:advanceBottomRow(dx)
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if self.level >= 500 and self.level < 1000 then
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self.garbage = math.max(self.garbage + dx, 0)
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if self.garbage >= self:getGarbageLimit() then
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self.grid:copyBottomRow()
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self.garbage = 0
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end
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end
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end
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PhantomMania2Game.rollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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PhantomMania2Game.garbageOpacityFunction = function(age)
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if age > 30 then return 0
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else return 1 - age / 30 end
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end
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function PhantomMania2Game:drawGrid()
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if not (self.game_over) then
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self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
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else
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self.grid:draw()
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end
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end
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local function getLetterGrade(grade)
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if grade == 0 then
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return "1"
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elseif grade <= 9 then
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return "S" .. tostring(grade)
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else
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return "M" .. tostring(grade - 9)
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end
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end
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function PhantomMania2Game:setNextOpacity(i)
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if self.level > 1000 and self.level < 1300 then
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local hidden_next_pieces = math.floor(self.level / 100) - 10
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if i < hidden_next_pieces then
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love.graphics.setColor(1, 1, 1, 0)
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elseif i == hidden_next_pieces then
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love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.queue_age / 4))
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else
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love.graphics.setColor(1, 1, 1, 1)
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end
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else
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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function PhantomMania2Game:setHoldOpacity()
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if self.level > 1000 and self.level < 1300 then
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love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
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else
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self.super:setHoldOpacity(1, self.held and 0.6 or 1)
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end
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end
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function PhantomMania2Game:drawScoringInfo()
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PhantomMania2Game.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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self:drawSectionTimesWithSplits(math.floor(self.level / 100) + 1)
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if(self.coolregret_timer > 0) then
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love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
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self.coolregret_timer = self.coolregret_timer - 1
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 50, "right")
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if self.clear then
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love.graphics.printf(self.level, text_x, 370, 50, "right")
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else
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love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
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end
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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end
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function PhantomMania2Game:getBackground()
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return math.floor(self.level / 100)
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end
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function PhantomMania2Game:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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grade = self.grade,
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}
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end
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return PhantomMania2Game
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