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326 lines
9.1 KiB
Lua
326 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_35bag'
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local SurvivalCKGame = GameMode:extend()
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SurvivalCKGame.name = "Survival CK"
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SurvivalCKGame.hash = "SurvivalCK"
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SurvivalCKGame.tagline = "An endurance mode created by CylinderKnot! Watch out for the fading pieces..."
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function SurvivalCKGame:new()
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SurvivalCKGame.super:new()
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self.garbage = 0
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.level = 0
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self.randomizer = History6RollsRandomizer()
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self.enable_hold = true
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self.next_queue_length = 3
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self.coolregret_timer = 0
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end
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function SurvivalCKGame:getARE()
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if self.level < 100 then return 15
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elseif self.level < 200 then return 14
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elseif self.level < 300 then return 13
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elseif self.level < 400 then return 12
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elseif self.level < 500 then return 11
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elseif self.level < 600 then return 10
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elseif self.level < 700 then return 9
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elseif self.level < 800 then return 8
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elseif self.level < 900 then return 7
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elseif self.level < 1000 then return 6
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elseif self.level < 2500 then return 5
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else return 7 end
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end
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function SurvivalCKGame:getLineARE()
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return SurvivalCKGame:getARE()
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end
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function SurvivalCKGame:getDasLimit()
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if self.level < 700 then return 10
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elseif self.level < 900 then return 9
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elseif self.level < 1100 then return 8
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elseif self.level < 1300 then return 7
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elseif self.level < 1600 then return 6
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else return 5 end
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end
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function SurvivalCKGame:getLineClearDelay()
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if self.level < 100 then return 10
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elseif self.level < 200 then return 8
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elseif self.level < 300 then return 7
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elseif self.level < 400 then return 6
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else return 5 end
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end
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function SurvivalCKGame:getLockDelay()
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if self.level < 600 then return 20
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elseif self.level < 700 then return 19
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elseif self.level < 800 then return 18
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elseif self.level < 900 then return 17
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elseif self.level < 1000 then return 16
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elseif self.level < 1200 then return 15
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elseif self.level < 1400 then return 14
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elseif self.level < 1700 then return 13
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elseif self.level < 2100 then return 12
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elseif self.level < 2200 then return 11
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elseif self.level < 2300 then return 10
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elseif self.level < 2400 then return 9
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elseif self.level < 2500 then return 8
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else return 15 end
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end
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function SurvivalCKGame:getGravity()
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return 20
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end
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function SurvivalCKGame:getGarbageLimit()
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if self.level < 1000 then return 20
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elseif self.level < 1100 then return 17
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elseif self.level < 1200 then return 14
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elseif self.level < 1300 then return 11
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else return 8 end
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end
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function SurvivalCKGame:getRegretTime()
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if self.level < 500 then return frameTime(0,55)
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elseif self.level < 1000 then return frameTime(0,50)
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elseif self.level < 1500 then return frameTime(0,40)
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elseif self.level < 2000 then return frameTime(0,35)
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else return frameTime(0,30) end
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end
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function SurvivalCKGame:getNextPiece(ruleset)
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return {
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skin = self.level >= 2000 and "bone" or "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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local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570}
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function SurvivalCKGame:hitTorikan(old_level, new_level)
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for i = 1, 11 do
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if old_level < (900 + i * 100) and new_level >= (900 + i * 100) and self.frames > torikan_times[i] * 60 then
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self.level = 900 + i * 100
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return true
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end
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end
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return false
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end
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function SurvivalCKGame: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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if self.grade ~= 20 then self.grade = self.grade + 1 end
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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 SurvivalCKGame: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 SurvivalCKGame: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 * 2
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self:updateSectionTimes(self.level, new_level)
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if new_level >= 2500 or self:hitTorikan(self.level, new_level) then
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self.clear = true
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if new_level >= 2500 then
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self.level = 2500
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self.grid:clear()
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self.big_mode = true
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self.roll_frames = -150
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end
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else
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self.level = math.min(new_level, 2500)
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end
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self:advanceBottomRow(-cleared_row_count)
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end
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end
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function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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function SurvivalCKGame: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 SurvivalCKGame: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 <= self:getRegretTime(self.level) 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 SurvivalCKGame:advanceBottomRow(dx)
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if self.level >= 1000 and self.level < 1500 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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function SurvivalCKGame:drawGrid()
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if self.level >= 1500 and self.level < 1600 then
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self.grid:drawInvisible(self.rollOpacityFunction1)
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elseif self.level >= 1600 and self.level < 1700 then
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self.grid:drawInvisible(self.rollOpacityFunction2)
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elseif self.level >= 1700 and self.level < 1800 then
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self.grid:drawInvisible(self.rollOpacityFunction3)
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elseif self.level >= 1800 and self.level < 1900 then
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self.grid:drawInvisible(self.rollOpacityFunction4)
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elseif self.level >= 1900 and self.level < 2000 then
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self.grid:drawInvisible(self.rollOpacityFunction5)
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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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-- screw trying to make this work efficiently
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-- lua function variables are so garbage
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SurvivalCKGame.rollOpacityFunction1 = function(age)
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if age < 420 then return 1
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elseif age > 480 then return 0
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else return 1 - (age - 420) / 60 end
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end
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SurvivalCKGame.rollOpacityFunction2 = function(age)
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if age < 360 then return 1
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elseif age > 420 then return 0
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else return 1 - (age - 360) / 60 end
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end
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SurvivalCKGame.rollOpacityFunction3 = function(age)
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if age < 300 then return 1
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elseif age > 360 then return 0
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else return 1 - (age - 300) / 60 end
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end
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SurvivalCKGame.rollOpacityFunction4 = function(age)
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if age < 240 then return 1
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elseif age > 300 then return 0
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else return 1 - (age - 240) / 60 end
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end
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SurvivalCKGame.rollOpacityFunction5 = function(age)
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if age < 180 then return 1
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elseif age > 240 then return 0
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else return 1 - (age - 180) / 60 end
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end
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local master_grades = { "M", "MK", "MV", "MO", "MM" }
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function SurvivalCKGame:getLetterGrade()
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if self.grade == 0 then
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return "1"
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elseif self.grade < 10 then
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return "S" .. tostring(self.grade)
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elseif self.grade < 21 then
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return "m" .. tostring(self.grade - 9)
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elseif self.grade < 26 then
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return master_grades[self.grade - 20]
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else
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return "GM"
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end
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end
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function SurvivalCKGame:drawScoringInfo()
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SurvivalCKGame.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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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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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:getLetterGrade(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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end
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function SurvivalCKGame:getHighscoreData()
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return {
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grade = self.grade,
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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 SurvivalCKGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function SurvivalCKGame:getBackground()
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return math.min(math.floor(self.level / 100), 19)
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end
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return SurvivalCKGame
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