Refactored the "Ligne" modes. (#21)
* Added Ligne C89, now known as Marathon C89. * Refactored all the Ligne modes to no longer use the "Ligne" name. Ligne -> Race 40 Ligne A1 -> Marathon AX4 Ligne C89 -> Marathon C89
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185
tetris/modes/marathon_c89.lua
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185
tetris/modes/marathon_c89.lua
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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 Randomizer = require 'tetris.randomizers.randomizer'
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local MarathonC89Game = GameMode:extend()
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MarathonC89Game.name = "Marathon C89"
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MarathonC89Game.hash = "MarathonC89"
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MarathonC89Game.tagline = "Can you play fast enough to reach the killscreen?"
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function MarathonC89Game:new()
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MarathonC89Game.super:new()
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self.randomizer = Randomizer()
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self.ready_frames = 1
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self.waiting_frames = 72
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self.start_level = 12
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self.level = 12
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self.lock_drop = true
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self.enable_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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self.additive_gravity = false
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end
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function MarathonC89Game:getDropSpeed() return 1/2 end
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function MarathonC89Game:getDasLimit() return 16 end
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function MarathonC89Game:getARR() return 6 end
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function MarathonC89Game:getARE() return 6 end
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function MarathonC89Game:getLineARE() return 6 end
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function MarathonC89Game:getLineClearDelay() return 30 end
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function MarathonC89Game:getLockDelay() return 0 end
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function MarathonC89Game:chargeDAS(inputs)
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if inputs[self.das.direction] == true and
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self.prev_inputs[self.das.direction] == true and
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not inputs["down"] and
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self.piece ~= nil
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then
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local das_frames = self.das.frames + 1
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if das_frames >= self:getDasLimit() then
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if self.das.direction == "left" then
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self.move = (self:getARR() == 0 and "speed" or "") .. "left"
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self.das.frames = self:getDasLimit() - self:getARR()
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elseif self.das.direction == "right" then
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self.move = (self:getARR() == 0 and "speed" or "") .. "right"
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self.das.frames = self:getDasLimit() - self:getARR()
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end
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else
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self.move = "none"
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self.das.frames = das_frames
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end
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elseif inputs["right"] == true then
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self.das.direction = "right"
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if not inputs["down"] and self.piece ~= nil then
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self.move = "right"
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self.das.frames = 0
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else
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self.move = "none"
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end
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elseif inputs["left"] == true then
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self.das.direction = "left"
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if not inputs["down"] and self.piece ~= nil then
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self.move = "left"
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self.das.frames = 0
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else
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self.move = "none"
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end
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else
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self.move = "none"
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end
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if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
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self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
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then
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self.das.frames = self:getDasLimit()
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end
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if inputs["down"] == false and self.prev_inputs["down"] == true then
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self.drop_bonus = 0
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end
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end
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local gravity_table = {
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[0] =
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1366/65536, 1525/65536, 1725/65536, 1986/65536, 2341/65536,
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2850/65536, 3641/65536, 5042/65536, 8192/65536, 10923/65536,
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13108/65536, 13108/65536, 13108/65536, 16384/65536, 16384/65536,
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16384/65536, 21846/65536, 21846/65536, 21846/65536
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}
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function MarathonC89Game:getGravity()
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if self.waiting_frames > 0 then return 0 end
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if self.level >= 29 then return 1
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elseif self.level >= 19 then return 1/2
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else return gravity_table[self.level] end
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end
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function MarathonC89Game:advanceOneFrame()
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if self.waiting_frames > 0 then
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self.waiting_frames = self.waiting_frames - 1
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else
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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 MarathonC89Game:onPieceLock()
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self.score = self.score + self.drop_bonus
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self.drop_bonus = 0
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end
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local cleared_line_scores = { 40, 100, 300, 1200 }
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function MarathonC89Game:getLevelForLines()
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if self.start_level < 10 then
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return math.max(self.start_level, math.floor(self.lines / 10))
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elseif self.start_level < 16 then
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return math.max(self.start_level, self.start_level + math.floor((self.lines - 100) / 10))
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else
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return math.max(self.start_level, math.floor((self.lines - 60) / 10))
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end
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end
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function MarathonC89Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.score = self.score + cleared_line_scores[cleared_lines] * (self.level + 1)
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self.lines = self.lines + cleared_lines
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self.level = self:getLevelForLines()
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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 MarathonC89Game:drawGrid()
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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function MarathonC89Game:drawScoringInfo()
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MarathonC89Game.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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st(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("LINES", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.lines, 240, 140, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function MarathonC89Game:getBackground()
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return math.min(self.level, 19)
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end
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function MarathonC89Game:getHighscoreData()
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return {
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score = self.score,
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level = self.level,
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}
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end
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return MarathonC89Game
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