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cebe57dd1e
ARR and drop speed are handled by getters now.
158 lines
3.6 KiB
Lua
158 lines
3.6 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 StrategyGame = GameMode:extend()
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StrategyGame.name = "Strategy"
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StrategyGame.hash = "Strategy"
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StrategyGame.tagline = "You have lots of time to think! Can you use it to place a piece fast?"
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function StrategyGame:new()
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StrategyGame.super:new()
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self.level = 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.randomizer = History6RollsRandomizer()
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self.enable_hold = false
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self.next_queue_length = 1
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end
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function StrategyGame:getARE()
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if self.level < 100 then return 60
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elseif self.level < 200 then return 54
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elseif self.level < 300 then return 48
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elseif self.level < 400 then return 42
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elseif self.level < 500 then return 36
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elseif self.level < 600 then return 30
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elseif self.level < 700 then return 24
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elseif self.level < 800 then return 21
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elseif self.level < 900 then return 18
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else return 15 end
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end
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function StrategyGame:getLineARE()
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return self:getARE()
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end
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function StrategyGame:getDasLimit()
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return 6
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end
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function StrategyGame:getLineClearDelay()
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return self:getARE()
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end
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function StrategyGame:getLockDelay()
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if self.level < 500 then return 8
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elseif self.level < 700 then return 6
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else return 4 end
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end
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function StrategyGame:getGravity()
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return 20
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end
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function StrategyGame:getNextPiece(ruleset)
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return {
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skin = "2tie",
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shape = self.randomizer:nextPiece(),
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orientation = ruleset:getDefaultOrientation(),
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}
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end
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function StrategyGame: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 > 1936 then
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switchBGM(nil)
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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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end
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return true
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end
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function StrategyGame:onPieceEnter()
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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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function StrategyGame:onLineClear(cleared_row_count)
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if not self.clear then
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self.level = math.min(999, self.level + cleared_row_count)
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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 StrategyGame:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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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 * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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function StrategyGame:setNextOpacity(i)
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if self.are == 0 then love.graphics.setColor(1, 1, 1, 1)
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else love.graphics.setColor(1, 1, 1, self.are / self:getARE())
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end
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end
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function StrategyGame:drawGrid()
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self.grid:draw()
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end
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function StrategyGame:drawScoringInfo()
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StrategyGame.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("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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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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end
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function StrategyGame:getBackground()
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return math.floor(self.level / 100)
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end
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function StrategyGame: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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return StrategyGame
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