mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-12-23 12:09:02 -06:00
1366451a3d
- History 4-rolls, history 6-rolls and history 6-rolls 35-bag no longer deal S, Z or O as their first piece - Added a 7-bag randomiser with the same behaviour (bag7noSZOstart) - Tweaked the "35-bag" part of the history 6-rolls 35-bag randomiser to work closer to what it's supposed to be - Switched Marathon AX4's randomiser from history 6-rolls to 7-bag no SZO start
175 lines
4.4 KiB
Lua
175 lines
4.4 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 Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
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local MarathonAX4Game = GameMode:extend()
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MarathonAX4Game.name = "Marathon AX4"
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MarathonAX4Game.hash = "MarathonAX4"
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MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function MarathonAX4Game:new()
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MarathonAX4Game.super:new()
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self.roll_frames = 0
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self.randomizer = Bag7NoSZOStartRandomizer()
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self.section_time_limit = 3600
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_clear = false
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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 MarathonAX4Game:getARE()
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if self.lines < 10 then return 18
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elseif self.lines < 40 then return 14
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elseif self.lines < 60 then return 12
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elseif self.lines < 70 then return 10
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elseif self.lines < 80 then return 8
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elseif self.lines < 90 then return 7
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else return 6 end
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end
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function MarathonAX4Game:getLineARE()
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return self:getARE()
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end
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function MarathonAX4Game:getDasLimit()
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if self.lines < 20 then return 10
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elseif self.lines < 50 then return 9
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elseif self.lines < 70 then return 8
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else return 7 end
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end
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function MarathonAX4Game:getLineClearDelay()
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if self.lines < 10 then return 14
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elseif self.lines < 30 then return 9
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else return 5 end
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end
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function MarathonAX4Game:getLockDelay()
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if self.lines < 10 then return 28
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elseif self.lines < 20 then return 24
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elseif self.lines < 30 then return 22
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elseif self.lines < 40 then return 20
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elseif self.lines < 50 then return 18
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elseif self.lines < 70 then return 14
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else return 13 end
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end
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function MarathonAX4Game:getGravity()
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return 20
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end
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function MarathonAX4Game:getSection()
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return math.floor(level / 100) + 1
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end
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function MarathonAX4Game: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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return false
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elseif self.roll_frames > 2968 then
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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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if not self.section_clear then
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self.frames = self.frames + 1
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end
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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 MarathonAX4Game:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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self.lines = math.min(new_lines, 150)
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if self.lines == 150 then
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self.clear = true
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self.roll_frames = -150
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end
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end
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end
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function MarathonAX4Game:getSectionTime()
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return self.frames - self.section_start_time
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end
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function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 10) < math.floor(new_lines / 10) 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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self.section_clear = true
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end
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end
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function MarathonAX4Game:onPieceEnter()
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self.section_clear = false
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end
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function MarathonAX4Game:drawGrid(ruleset)
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self.grid:draw()
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end
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function MarathonAX4Game:getHighscoreData()
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return {
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lines = self.lines,
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frames = self.frames,
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}
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end
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function MarathonAX4Game:drawScoringInfo()
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MarathonAX4Game.super.drawScoringInfo(self)
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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("LINES", 240, 320, 40, "left")
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local current_section = math.floor(self.lines / 10) + 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.lines, 240, 340, 40, "right")
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love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 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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end
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function MarathonAX4Game:getSectionEndLines()
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return math.floor(self.lines / 10 + 1) * 10
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end
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function MarathonAX4Game:getBackground()
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return math.floor(self.lines / 10)
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end
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return MarathonAX4Game
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