cambridge/tetris/modes/phantom_mania2.lua

304 lines
7.7 KiB
Lua

require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local PhantomMania2Game = GameMode:extend()
PhantomMania2Game.name = "Phantom Mania 2"
PhantomMania2Game.hash = "PhantomMania2"
PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make it to level 1300?"
PhantomMania2Game.arr = 1
PhantomMania2Game.drop_speed = 1
function PhantomMania2Game:new()
PhantomMania2Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
self.completed = false
self.roll_frames = 0
self.combo = 1
self.hold_age = 0
self.queue_age = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function PhantomMania2Game:getARE()
if self.level < 300 then return 12
else return 6 end
end
function PhantomMania2Game:getLineARE()
if self.level < 100 then return 8
elseif self.level < 200 then return 7
elseif self.level < 500 then return 6
elseif self.level < 1300 then return 5
else return 6 end
end
function PhantomMania2Game:getDasLimit()
if self.level < 200 then return 9
elseif self.level < 500 then return 7
else return 5 end
end
function PhantomMania2Game:getLineClearDelay()
return self:getLineARE() - 2
end
function PhantomMania2Game:getLockDelay()
if self.level < 200 then return 18
elseif self.level < 300 then return 17
elseif self.level < 500 then return 15
elseif self.level < 600 then return 13
else return 12 end
end
function PhantomMania2Game:getGravity()
return 20
end
function PhantomMania2Game:getGarbageLimit()
if self.level < 600 then return 20
elseif self.level < 700 then return 18
elseif self.level < 800 then return 10
elseif self.level < 900 then return 9
else return 8 end
end
function PhantomMania2Game:getNextPiece(ruleset)
return {
skin = self.level >= 1000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
function PhantomMania2Game:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > sp(4,40) then
self.level = 800
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then
self.level = 1000
return true
end
return false
end
function PhantomMania2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3")
return true
end
return false
elseif self.roll_frames > 3238 then
switchBGM(nil)
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
self.hold_age = self.hold_age + 1
end
return true
end
function PhantomMania2Game:whilePieceActive()
self.queue_age = self.queue_age + 1
end
function PhantomMania2Game:onPieceEnter()
self.queue_age = 0
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
function PhantomMania2Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
if new_level >= 1300 then
self.level = 1300
end
self.clear = true
self.grid:clear()
self.roll_frames = -150
else
self.level = math.min(new_level, 1300)
end
self:advanceBottomRow(-cleared_row_count)
end
end
function PhantomMania2Game:onPieceLock()
self:advanceBottomRow(1)
end
function PhantomMania2Game:onHold()
self.hold_age = 0
end
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
local cool_cutoffs = {
sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36),
sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30),
sp(0,27), sp(0,27), sp(0,27),
}
local regret_cutoffs = {
sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40),
sp(0,35), sp(0,35), sp(0,35),
}
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
local section = math.floor(old_level / 100) + 1
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= cool_cutoffs[section] then
self.grade = self.grade + 2
elseif section_time <= regret_cutoffs[section] then
self.grade = self.grade + 1
end
end
end
function PhantomMania2Game:advanceBottomRow(dx)
if self.level >= 500 and self.level < 1000 then
self.garbage = math.max(self.garbage + dx, 0)
if self.garbage >= self:getGarbageLimit() then
self.grid:copyBottomRow()
self.garbage = 0
end
end
end
PhantomMania2Game.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
PhantomMania2Game.garbageOpacityFunction = function(age)
if age > 30 then return 0
else return 1 - age / 30 end
end
function PhantomMania2Game:drawGrid()
if not (self.game_over or self.clear) then
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
else
self.grid:draw()
end
end
local function getLetterGrade(grade)
if grade == 0 then
return "1"
elseif grade <= 9 then
return "S" .. tostring(grade)
else
return "M" .. tostring(grade - 9)
end
end
function PhantomMania2Game:setNextOpacity(i)
if self.level > 1000 then
local hidden_next_pieces = math.floor(self.level / 100) - 10
if i < hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 0)
elseif i == hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.queue_age / 4))
else
love.graphics.setColor(1, 1, 1, 1)
end
else
love.graphics.setColor(1, 1, 1, 1)
end
end
function PhantomMania2Game:setHoldOpacity()
if self.level > 1000 then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
else
love.graphics.setColor(1, 1, 1, 1)
end
end
function PhantomMania2Game:drawScoringInfo()
PhantomMania2Game.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("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
end
function PhantomMania2Game:getBackground()
return math.floor(self.level / 100)
end
function PhantomMania2Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
grade = self.grade,
}
end
return PhantomMania2Game