Files
tromi_mobile/game/gamemode.lua
Squishy (C6H12O6+NaCl+H2O) 52f0e5323f Fix various bugs
- Sometimes keyboard suddenly closed while a key is being pressed on mobile (TEST)
- Fix navigation issue in replay scene
- Fix Confirm key is not usable as Restart in 20G Training
2024-06-14 15:20:36 +07:00

1123 lines
42 KiB
Lua

local Object = require 'libs.classic'
local bit = require("bit")
local lualzw = require 'libs.lualzw'
local playedReadySE = false
local hiscore_pos
local Grid = require 'game.grid'
local Randomizer = require 'game.randomizer'
local GameMode = Object:extend()
function GameMode:new(player_name, input_file, replay_grade)
VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
VCTRL.reset()
if player_name == nil then self.training = true else self.training = false end
if input_file ~= nil then
input_file = love.filesystem.read(REPLAY_DIR..input_file)
input_file = lualzw.decompress(input_file)
local seed = self:getInputPieceSeq(input_file)
self.replay_inputs = self:getReplayInputs(input_file)
self.randomizer = Randomizer(false, tonumber(seed))
self.input_playback = true
self.grade = replay_grade
self.frames = 1
elseif self.training then
player_name = 'TRN'
replay_grade = 'N/A'
self.randomizer = Randomizer(false, nil)
self.input_playback = false
self.frames = 0
else
self.randomizer = Randomizer(false, nil)
self.input_playback = false
self.frames = 0
end
self.player_name = player_name
self.grid = Grid(10, 20)
self.piece = nil
self.ready_frames = 100
self.game_over_frames = 0
self.are = 0
self.lcd = 0
self.das = { direction = "none", frames = -1 }
self.move = "none"
self.prev_inputs = {}
self.next_queue = {}
self.game_over = false
self.clear = false
self.completed = false
self.next_queue_length = 1
self.irs = true
self.drop_locked = false
self.hard_drop_locked = false
self.cleared_block_table = {}
self.last_lcd = 0
self.grade_score = 0
self.did_grades = false
self.active_frames = 0
self.total_lines = 0
self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335}
self.gradeNames = {
"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k",
"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",
"1D", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D"
}
self.promo_table = {
26666, 53333, 79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666,
293333, 319999, 346666, 373333, 399999, 426666, 453333, 479999, 506666,
533333, 559999, 586666, 613333, 639999, 666666, 693333, 719999, 719999
}
self.autopromo_table = {
79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666, 293333, 319999,
346666, 373333, 399999, 426666, 453333, 479999, 506666, 533333, 559999,
586666, 613333, 639999, 666666, 693333, 719999, 746666, 773333, 1000000
}
self.demo_table = {
-1, 13332, 25000, 40000, 50000, 60000, 60000, 120000, 120000, 120000,
180000, 180000, 240000, 240000, 300000, 300000, 360000, 360000, 360000,
420000, 420000, 480000, 480000, 480000, 480000, 540000, 540000, 540000
}
self.speed_divisor = 10000
self.line_clear_flash = 0
self.lines_cleared = 0
SOUNDS['bgm_firsthalf']:setVolume(0.3)
SOUNDS['bgm_secondhalf']:setVolume(0.35)
self.audio_stopped = false
self.recorded_inputs = {}
self.input_saved = false
self.end_grid_clear = false
self.last_active = 0
self.move_count = 0
self.target = 0
self.last_percent = 0
self.total_speed_loss = 0
self.grade_change_flash = 1
self.grade_change_color = {1,1,1,1}
self.point_flash = 0
self.point_flash_color = {1,1,1,1}
self.end_game_sound = nil
self.speed_level = 0
self.last_level = 0
self.nextbgmflag = false
self.firstbgmlooped = false
self.last_holes = 0
self.last_meter = 0
self.speed_table = {}
self.holes_bonus_freeze = 0
self.holes_bonus = 0
self.last_speed = 0
self.holes_bonus_lines = 0
self.bonus_components = {speed=1666,clean=750}
self.score_totals = {clean=0,speed=0,lines=0}
self.score_percents = {clean=0,speed=0,lines=0}
self.directions_pressed = {}
self.lines_bonus = 0
self.moved = false
self.midspeed_flash = false
self.lastdir = 1
self.spin_rng = {0,0,0,0,0,0,0,0,0,0}
self.lastlock = 0
self.up_lock = false
-- gravity, are, lock, das
self.delay_table = {
[0]={0.013, 20, 30, 12},{0.015, 20, 30, 12},{0.016, 20, 30, 12},{0.018, 20, 30, 12},{0.021, 20, 30, 12},{0.025, 20, 30, 12},
{0.027, 20, 30, 12},{0.030, 20, 30, 12},{0.033, 20, 30, 12},{0.038, 20, 30, 12},{0.043, 20, 30, 12},{0.051, 20, 30, 12},
{0.056, 20, 30, 12},{0.062, 20, 30, 12},{0.070, 20, 30, 12},{0.079, 20, 30, 12},{0.092, 20, 30, 12},{0.109, 20, 30, 12},
{0.120, 20, 30, 12},{0.134, 20, 30, 12},{0.152, 20, 30, 12},{0.175, 20, 30, 12},{0.206, 20, 30, 12},{0.250, 20, 30, 12},
{0.281, 20, 30, 12},{0.319, 20, 30, 12},{0.370, 20, 30, 12},{0.441, 20, 30, 12},{0.545, 20, 30, 12},{0.712, 20, 30, 12},
{0.842, 20, 30, 12},{1.029, 20, 30, 12},{1.323, 20, 30, 12},{1.852, 20, 30, 11},{3.086, 20, 30, 10},{9.259, 20, 30, 9},
{20, 20, 30, 8},{20, 20, 30, 8},{20, 19, 28, 8},{20, 18, 27, 8},{20, 17, 26, 8},{20, 17, 25, 8},
{20, 16, 24, 8},{20, 16, 23, 8},{20, 15, 23, 8},{20, 15, 22, 8},{20, 14, 21, 8},{20, 14, 21, 8},
{20, 14, 20, 8},{20, 13, 20, 8},{20, 13, 20, 8},{20, 13, 19, 8},{20, 13, 19, 8},{20, 13, 19, 8},
{20, 12, 18, 8}
}
if not self.input_playback and not self.training and not PENTO_MODE then
self:readGradeHistory()
end
end
function GameMode:readGradeHistory()
if love.filesystem.getInfo(SAVE_DIR..self.player_name.."_grade_history.sav") then
self.grade_history = FILE.read(SAVE_DIR..self.player_name.."_grade_history.sav")
else
self.grade_history = {1,2,0,0}
end
self.grade = self.grade_history[1]
self.starting_grade = self.grade
if self.grade > 1 then
local temp_grade = copy(self.grade_history); temp_grade[2] = 0
FILE.write(SAVE_DIR..self.player_name.."_grade_history.sav", temp_grade)
end
end
function GameMode:readHiScores()
if love.filesystem.getInfo(HIscoreFILE) then
self.hi_scores = FILE.read(HIscoreFILE)
else
self.hi_scores = {"TRO",0,"MIT",0,"ROM",0,"ITR",0,"OMI",0}
end
end
function GameMode:updateGradeHistory()
if self.grade_score >= self.promo_table[self.grade] then
if (self.grade == 28 and self.grade_history[2] < 4) or self.grade < 28 then self.grade_history[2] = self.grade_history[2] + 1 end
self.point_flash = 60
self.point_flash_color = {0,1,0,1}
elseif self.grade_score <= self.demo_table[self.grade] then
if (self.grade == 1 and self.grade_history[2] > 0) or self.grade > 1 then self.grade_history[2] = self.grade_history[2] - 1 end
self.point_flash = 60
self.point_flash_color = {1,0,0,1}
end
local auto_flag = false
while self.grade_score >= self.autopromo_table[self.grade] and self.grade < 28 do
self.grade = self.grade + 1
self.point_flash = 1
self.grade_change_flash = 120
self.grade_change_color = {0,0,1,1}
self.end_game_sound = "autopromote"
auto_flag = true
end
if self.grade_history[2] >= 5 and self.grade < 28 and auto_flag == false then
self.grade = self.grade + 1
self.point_flash = 1
self.grade_change_flash = 120
self.grade_change_color = {0,1,0,1}
self.end_game_sound = "promote"
elseif self.grade_history[2] < 0 and self.grade > 1 and auto_flag == false then
self.grade = self.grade - 1
self.point_flash = 1
self.grade_change_flash = 120
self.grade_change_color = {1,0,0,1}
self.end_game_sound = "demote"
end
if self.starting_grade ~= self.grade then
self.grade_history[1] = self.grade
self.grade_history[2] = 2
end
self.grade_history[4] = self.grade_history[4] + 1
end
function GameMode:updateHiScores()
self:readHiScores()
local hiscore_pos = {0,0}
local i = 2
local score_position = -1
while i <= 10 do
if score_position == -1 and self.hi_scores[i] < self.grade_score then
score_position = i
end
i = i + 2
end
if score_position ~= -1 then
i = 8
while i >= score_position-1 do
self.hi_scores[i+2] = self.hi_scores[i]
i = i - 1
end
self.hi_scores[score_position-1] = self.player_name:upper()
self.hi_scores[score_position] = self.grade_score
hiscore_pos = {score_position-1, score_position}
end
FILE.write(HIscoreFILE, self.hi_scores)
return hiscore_pos
end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE()
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][2]
else return self.delay_table[#self.delay_table][2] end
end
function GameMode:getLineARE() return self:getARE() end
function GameMode:getLockDelay()
if self.training then return 99999999999 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][3]
else return self.delay_table[#self.delay_table][3] end
end
function GameMode:getLineClearDelay() return self:getARE() end
function GameMode:getDasLimit()
if self.training then return 8 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][4]
else return self.delay_table[#self.delay_table][4] end
end
function GameMode:getDasCutDelay() return 0 end
function GameMode:getGravity()
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][1]
else return self.delay_table[#self.delay_table][1] end
end
function GameMode:getNextPiece(ruleset)
local shape = self.randomizer:nextPiece()
return {
skin = self:getSkin(),
shape = shape,
orientation = ruleset:getDefaultOrientation(shape),
}
end
function GameMode:getSkin()
return "2tie"
end
function GameMode:initialize(ruleset)
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
function GameMode:saveInputs()
local input_string = 'NEW'..string.format("%16d", self.randomizer.seed)..';'
for frame, input_set in pairs(self.recorded_inputs) do
input_string = input_string..string.format('%03d', tostring(input_set))
end
local inputfile = love.filesystem.newFile(REPLAY_DIR..tostring(os.time()).."_"..self.player_name.."_"..self.starting_grade.."_"..self.grade_score.."_replay"..'.sav', 'w')
inputfile:write(lualzw.compress(input_string))
inputfile:close()
end
local GAME_input_code_list = {
right = 1 ,
rotate_right2 = 2 ,
up = 4 ,
rotate_left = 8 ,
left = 16 ,
down = 32 ,
rotate_right = 64 ,
rotate_left2 = 128,
}
function GameMode:storeInput(input_set)
local current_frame_input = 0
for key, code in pairs(GAME_input_code_list) do
if input_set[key] then
current_frame_input = bit.bor(current_frame_input, code)
end
end
self.recorded_inputs[self.frames] = current_frame_input
end
function GameMode:getReplayInputs(input_file)
local replay_inputs = {}
local semicolon_position = string.find(input_file, ';', 1, true)
if semicolon_position then
for i = semicolon_position + 1, #input_file, 3 do
local input_list = {right = false, rotate_right2 = false, up = false, rotate_left = false, left = false, down = false, rotate_right = false, rotate_left2 = false}
local coded_input = tonumber(string.sub(input_file, i, i+2))
for key, code in pairs(GAME_input_code_list) do
---@diagnostic disable-next-line: param-type-mismatch
if bit.band(coded_input, code) == code then input_list[key] = true end
end
table.insert(replay_inputs, input_list)
end
end
return replay_inputs
end
function GameMode:getInputPieceSeq(input_file)
local string_start
if string.sub(input_file, 1, 3) == 'NEW' then
string_start = 4
self.old_replay = false
else
string_start = 1
self.old_replay = true
end
return string.sub(
input_file, string_start,
string.find(input_file, ';', string_start, true) - 1
) -- seed
end
function GameMode:update(inputs, ruleset)
if self.input_playback and self.replay_inputs[self.frames] ~= nil then
inputs = self.replay_inputs[self.frames]
end
if self.grade_change_flash > 0 and self.game_over_frames >= 2 then self.grade_change_flash = self.grade_change_flash - 1 end
if self.point_flash > 0 and self.game_over_frames >= 2 then self.point_flash = self.point_flash - 1 end
if self.game_over_frames == 2 then
PlaySEOnce(self.end_game_sound)
end
if self.game_over or self.completed then
self.game_over_frames = self.game_over_frames + 1
if self.game_over_frames == 1 then self:storeInput(inputs) end
if self.lcd > 0 then
self.lcd = self.lcd - 1
elseif self.game_over_frames == 30 then
local cleared_row_count = self.grid:getClearedRowCount()
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
elseif not self.input_playback and not self.input_saved and not self.training and not PENTO_MODE and self.game_over_frames == 50 then
self:saveInputs()
self.input_saved = true
end
return
end
if inputs["up"] and self.training and not self.up_lock then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
self.up_lock = true
end
if not inputs["up"] then self.up_lock = false end
local dir_list = {"down", "left", "right"}
for i = 1, #dir_list do
if inputs[dir_list[i]] and not table.contains(self.directions_pressed, dir_list[i]) then
table.insert(self.directions_pressed, dir_list[i])
elseif not inputs[dir_list[i]] then
for j=1, #self.directions_pressed do
if self.directions_pressed[j] == dir_list[i] then table.remove(self.directions_pressed, j) end
end
end
end
if #self.directions_pressed > 0 then
for i=1, #self.directions_pressed-1 do
inputs[self.directions_pressed[i]] = false
end
inputs[self.directions_pressed[#self.directions_pressed]] = true
if inputs['left'] then self.lastdir = -1
elseif inputs['right'] then self.lastdir = 1 end
end
-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
self:chargeDAS(inputs, self:getDasLimit(), self:getARR())
-- set attempt flags
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece, self.grid) end
if (
inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"]
) then
self:onAttemptPieceRotate(self.piece, self.grid)
end
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
self:whilePieceActive()
local gravity = self:getGravity()
-- diff vars to use in checks
local piece_y = self.piece.position.y
local piece_x = self.piece.position.x
local piece_rot = self.piece.rotation
ruleset:processPiece(
inputs, self.piece, self.grid, gravity, self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
false, false, false, self.lastdir
)
local piece_dy = self.piece.position.y - piece_y
local piece_dx = self.piece.position.x - piece_x
local piece_drot = self.piece.rotation - piece_rot
-- das cut
if (
(piece_dy ~= 0 and (inputs.up or inputs.down)) or
(piece_drot ~= 0 and (
inputs.rotate_left or inputs.rotate_right or
inputs.rotate_left2 or inputs.rotate_right2
))
) then
self:dasCut()
end
if (piece_dx ~= 0) then
self.piece.last_rotated = false
self:onPieceMove(self.piece, self.grid, piece_dx)
end
if (piece_dy ~= 0) then
self.piece.last_rotated = false
self:onPieceDrop(self.piece, self.grid, piece_dy)
end
if (piece_drot ~= 0) then
self.piece.last_rotated = true
self:onPieceRotate(self.piece, self.grid, piece_drot)
end
if inputs["down"] == true then
if self.piece:isDropBlocked(self.grid) and not self.drop_locked then
self.lastlock = self.piece.lock_delay
self.piece.locked = true
self.piece_soft_locked = true
end
end
if self.piece.locked == true then
local last_x = self.piece.position.x
self.grid:applyPiece(self.piece)
local cleared_row_count = self.grid:getClearedRowCount()
self:onPieceLock(self.piece, cleared_row_count)
if not self.training then self:updateScore(cleared_row_count) end
self.cleared_block_table = self.grid:markClearedRows()
self.piece = nil
if cleared_row_count > 0 then
for i=1, #self.spin_rng do
local spin = math.abs(i-(last_x+3))
--if spin < 0 then spin = 0 end
self.spin_rng[i] = spin
end
PlaySE("erase")
self.lcd = self:getLineClearDelay()
self.last_lcd = self.lcd
self.are = self:getLineARE()
if self.lcd == 0 then
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
self:onLineClear(cleared_row_count)
else
self.are = self:getARE()
end
end
end
self.moved = false
if not self.input_playback and not self.game_over and not self.completed and not self.training and not PENTO_MODE then self:storeInput(inputs) end
self.prev_inputs = inputs
end
function GameMode:detectHoles(x, y)
if y < 1 then return true end -- reached the top, no hole
local cell = self.grid:getCell(x, y)
if table.contains(self.visited, x..'.'..y) then
return false
else
table.insert(self.visited, x..'.'..y)
end
if cell.colour ~= "" or cell.oob then return false end
if self:detectHoles(x+1, y) then return true end
if self:detectHoles(x-1, y) then return true end
if self:detectHoles(x, y+1) then return true end
if self:detectHoles(x, y-1) then return true end
return false
end
function GameMode:stackQualityCheck()
local hole_num = 0
self.visited = {}
for x=1, 10 do
for y = 1, 20 do
if self.grid:getCell(x, y).colour == "" and not table.contains(self.visited, x..'.'..y) then
local stack_clean = self:detectHoles(x, y)
if not stack_clean then
hole_num = hole_num + 1
end
end
end
end
return hole_num
end
function GameMode:doStackQuality()
local contiguous_holes = self:stackQualityCheck()
local total_speed = 0
if contiguous_holes > self.last_holes then
self.speed_table[1] = 0
self.last_percent = 0
end
for i=1, #self.speed_table do
total_speed = total_speed + self.speed_table[i]
end
if total_speed <= 0 then total_speed = 0.001 end
self.total_speed_loss = total_speed / #self.speed_table
if #self.speed_table == 0 then self.total_speed_loss = 0 end
self.last_holes = contiguous_holes
end
function GameMode:doSpeedCheck()
self.target = self.move_count
local speed = (self.target/self.active_frames)
if speed > 1 then speed = 1 end
table.insert(self.speed_table, 1, speed)
while #self.speed_table > 50 do
table.remove(self.speed_table, #self.speed_table)
end
local total_speed = 0
for i=1, #self.speed_table do
total_speed = total_speed + self.speed_table[i]
end
if total_speed <= 0 then total_speed = 0.001 end
self.total_speed_loss = total_speed / #self.speed_table
if #self.speed_table == 0 then self.total_speed_loss = 0 end
self.last_active = self.active_frames
self.last_percent = speed
self.active_frames = 0
self.move_count = 0
end
function GameMode:updateScore(cleared_lines)
self:doSpeedCheck()
if cleared_lines >= 1 then
while cleared_lines+self.total_lines > 300 do
cleared_lines = cleared_lines - 1
end
self.last_speed = math.ceil(self.total_speed_loss * self.bonus_components['speed'] * cleared_lines)
self.line_clear_flash = 240
self.lines_cleared = cleared_lines
self.score_to_add = self.lineClearPoints[cleared_lines] + self.last_speed
self.grade_score = self.grade_score + self.score_to_add
self.last_meter = self.holes_bonus + self.last_speed
self.speed_level = math.floor(self.grade_score / self.speed_divisor)
self.score_totals['speed'] = self.score_totals['speed'] + self.last_speed
self.score_totals['lines'] = self.score_totals['lines'] + self.lineClearPoints[cleared_lines]
end
end
function GameMode:advanceOneFrame()
if self.ready_frames ~= 0 and not self.audio_stopped and not self.training then
if SOUNDS['bgm_title']:getVolume() > 0.01 then SOUNDS['bgm_title']:setVolume(SOUNDS['bgm_title']:getVolume()-0.01) end
if self.ready_frames == 5 then
love.audio.stop()
self.audio_stopped = true
end
end
if self.training and not SOUNDS['bgm_title']:isPlaying() and SETTINGS["music"] then SOUNDS['bgm_title']:play() end
if not self.training then
if self.nextbgmflag and SOUNDS['bgm_firsthalf']:isPlaying() then
if SOUNDS['bgm_firsthalf']:getVolume() > 0.1 then
SOUNDS['bgm_firsthalf']:setVolume(SOUNDS['bgm_firsthalf']:getVolume()-0.01)
else
SOUNDS['bgm_firsthalf']:stop()
end
end
if self.ready_frames < 1 and not SOUNDS['bgm_firsthalf']:isPlaying() and not SOUNDS['bgm_secondhalf']:isPlaying() and SETTINGS["music"] then
if not self.nextbgmflag then SOUNDS['bgm_firsthalf']:play()
elseif self.total_lines < 296 then SOUNDS['bgm_secondhalf']:play() end
end
if self.total_lines >= 296 then
SOUNDS['bgm_firsthalf']:stop()
SOUNDS['bgm_secondhalf']:stop()
end
end
if self.clear then
self.completed = true
end
self.frames = self.frames + 1
if self.input_playback == true and self.old_replay == true and self.ready_frames ~= 0 then
self.frames = 0
end
if self.line_clear_flash > 0 then self.line_clear_flash = self.line_clear_flash - 1 end
if self.line_clear_flash == 0 then
self.lines_cleared = 0
self.score_to_add = 0
self.last_meter = 0
self.holes_bonus = 0
self.last_speed = 0
self.holes_bonus_lines = 0
self.lines_bonus_lines = 0
self.lines_bonus = 0
end
return true
end
-- event functions
function GameMode:whilePieceActive()
self.active_frames = self.active_frames + 1
end
function GameMode:onAttemptPieceMove(piece, grid) end
function GameMode:onAttemptPieceRotate(piece, grid) end
function GameMode:onPieceMove(piece, grid, dx)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceRotate(piece, grid, drot)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceDrop(piece, grid, dy)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceLock(piece, cleared_row_count)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
self.lastdir = 0
PlaySE("lock")
end
function GameMode:onLineClear(cleared_row_count)
if not self.training then self.total_lines = math.min(self.total_lines + cleared_row_count, 300) end
if self.total_lines == 300 and not self.clear then
self.clear = true
end
end
function GameMode:afterLineClear(cleared_row_count) end
function GameMode:onPieceEnter()
self:doStackQuality()
end
function GameMode:onGameOver()
if not self.training then VCTRL.toggle(false) end
if not self.input_playback and not self.training and not PENTO_MODE then
if not self.did_grades then
self.grade_score = self.grade_score + self.speed_level
if #self.speed_table >= 49 then
self:updateGradeHistory()
end
hiscore_pos = self:updateHiScores()
FILE.write(SAVE_DIR..self.player_name.."_grade_history.sav", self.grade_history)
self.did_grades = true
end
self:drawEndScoringInfo()
elseif not self.did_grades then
self.grade_score = self.grade_score + self.speed_level
self.did_grades = true
end
if PENTO_MODE and not self.training then self:drawEndScoringInfo() end
end
function GameMode:drawEndScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
drawText("Score: ", 247, 135, 1000, "left")
drawBigText(string.format("%s", self.grade_score), 247, 150, 100, "center")
if not PENTO_MODE then
drawText("Best scores:", 247, 220, 1000, "left")
local i = 2
while i <= 10 do
if i == hiscore_pos[1] or i == hiscore_pos[2] then
drawText(self.hi_scores[i-1]..' - '..self.hi_scores[i], 255, 220+(i*10), 1000, "left", {0,1,0,1})
else
drawText(self.hi_scores[i-1]..' - '..self.hi_scores[i], 255, 220+(i*10), 1000, "left")
end
i = i + 2
end
end
end
function GameMode:onGameComplete()
self:onGameOver()
end
-- DAS functions
function GameMode:startRightDAS()
self.move = "right"
self.das = { direction = "right", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:startLeftDAS()
self.move = "left"
self.das = { direction = "left", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:continueDAS()
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
end
function GameMode:stopDAS()
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
function GameMode:chargeDAS(inputs)
if inputs[self.das.direction] == true then
self:continueDAS()
elseif inputs["right"] == true then
self:startRightDAS()
elseif inputs["left"] == true then
self:startLeftDAS()
else
self:stopDAS()
end
end
function GameMode:dasCut()
self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(),
-(self:getDasCutDelay() + 1)
)
end
function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames == 100 then
playedReadySE = false
playedGoSE = false
end
if self.ready_frames > 0 then
if not playedReadySE then
playedReadySE = true
PlaySEOnce("ready")
end
self.ready_frames = self.ready_frames - 1
if self.ready_frames == 0 then
self:initializeOrHold(inputs, ruleset)
end
elseif self.lcd > 0 then
self.lcd = self.lcd - 1
if self.lcd == 0 then
local cleared_row_count = self.grid:getClearedRowCount()
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
PlaySE("fall")
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
elseif self.are > 0 then
self.are = self.are - 1
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
end
function GameMode:initializeOrHold(inputs, ruleset)
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
self:onPieceEnter()
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
end
ruleset:dropPiece(
inputs, self.piece, self.grid, self:getGravity(),
self:getDropSpeed(), self.drop_locked, self.hard_drop_locked
)
end
function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, self:getGravity(),
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, false,
(
self.frames == 0 or self:getARE() ~= 0
) and self.irs or false, self.lastdir
)
self.piece_hard_dropped = false
self.piece_soft_locked = false
if self.piece:isDropBlocked(self.grid) and
self.grid:canPlacePiece(self.piece) then
PlaySE("bottom")
end
if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
function GameMode:animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self.last_lcd),
skin, colour,
200 + x * 16, y * 16
}
end
function GameMode:canDrawLCA()
return self.lcd > 0
end
function GameMode:drawLineClearAnimation()
local grid_position = {x=200,y=64}
for y, row in pairs(self.cleared_block_table) do
for x, block in pairs(row) do
local real_x = (x * 16) + grid_position['x']
local real_y = (y * 16) + grid_position['y']
local drift = self.spin_rng[x]*-1
local fall_timer = (self:getLineClearDelay()-self.lcd)/2
fall_timer = (fall_timer*fall_timer)+drift
fade_timer = self.lcd/20
love.graphics.setColor(1,1,1,fade_timer)
love.graphics.draw(BLOCKS[block.skin][block.colour..'_d'], real_x, real_y+fall_timer)
if self.lcd > self:getLineClearDelay() - 5 then
love.graphics.setColor(1,1,1,fade_timer*0.3)
love.graphics.draw(BLOCKS[block.skin]['W'], real_x, real_y+fall_timer)
end
end
end
end
function GameMode:drawPiece()
if self.piece ~= nil then
local b = (
1 - (self.piece.lock_delay / self:getLockDelay())
)
self.piece:draw(0.50 + 0.50 * b, 0.50 + 0.50 * b, self.grid)
end
end
function GameMode:drawNextQueue(ruleset)
local colourscheme
function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset:getDrawOffset(piece, rotation).x + ruleset.spawn_positions[piece].x
local y = offset.y + ruleset:getDrawOffset(piece, rotation).y + 4.7
love.graphics.draw(BLOCKS[skin][COLOUR_SCHEMES.Arika[piece]], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do
love.graphics.setColor(1, 1, 1, 1)
local highness = -54
local next_piece = self.next_queue[i].shape
local skin = self.next_queue[i].skin
local rotation = self.next_queue[i].orientation
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], 136+i*80, highness)
end
return false
end
function GameMode:getBackground()
bg = math.floor(self.speed_level/6)
if bg > 9 then bg = 9 end
if (self.total_lines >= 130 or self.frames >= 23640) and self.last_level ~= bg then self.nextbgmflag = true end
self.last_level = bg
return bg
end
function GameMode:drawGrid()
local greyscale = false
if self.game_over or self.completed then greyscale = true end
self.grid:draw(greyscale, (self.game_over_frames/50))
end
function GameMode:drawInputDisplay(left, top)
if self.replay_inputs[self.frames] ~= nil then
drawText("", left+7.5, top+ 8, 1000, "left")
drawText(CHAR.key.down , left+ 5, top+18, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['down']),1,1-boolToInt(self.replay_inputs[self.frames]['down']),1})
drawText(CHAR.key.left , left- 5, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['left']),1,1-boolToInt(self.replay_inputs[self.frames]['left']),1})
drawText(CHAR.key.right, left+ 15, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['right']),1,1-boolToInt(self.replay_inputs[self.frames]['right']),1})
drawText("L", left+ 35, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1})
drawText("R", left+ 50, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1})
drawText("L", left+ 65, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1})
drawText("R", left+ 80, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1})
else
drawText("" , left+7.5, top+ 8, 1000, "left")
drawText(CHAR.key.down , left+ 5, top+18, 1000)
drawText(CHAR.key.left , left- 5, top+ 8, 1000)
drawText(CHAR.key.right, left+ 15, top+ 8, 1000)
drawText("L" , left+ 35, top+ 8, 1000, "left")
drawText("R" , left+ 50, top+ 8, 1000, "left")
drawText("L" , left+ 65, top+ 8, 1000, "left")
drawText("R" , left+ 80, top+ 8, 1000, "left")
end
end
function GameMode:drawSpeedStats(left, top)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 145, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 145, 10, 10)
drawText("Efficiency Bonus: ", left+15, top+5, 1000, "left")
local lines = self.total_lines
if lines == 0 then lines = 1 end
if self.move_count == 0 then
drawText(string.format(" %4d Num. of Moves", self.target), left+15, top+20, 1000, "left")
else
drawText(string.format(" %4d Num. of Moves", self.move_count), left+15, top+20, 1000, "left")
end
drawText(string.format("/ %4d Active Frames", self.last_active), left+15, top+35, 1000, "left")
drawText(string.format("= %1.2f\n (0 added for hole)\n %1.2f %dpc Average\nx %s x Lines\n+ %4d", self.last_percent, self.total_speed_loss, #self.speed_table, self.bonus_components['speed'], self.last_speed), left+15, top+50, 1000, "left")
end
function GameMode:drawLinesStats(left, top)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 90, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 90, 10, 10)
local lines = self.total_lines
if lines == 0 then lines = 1 end
drawText("Lines Bonus: ", left+15, top+10, 1000, "left")
-- drawText(string.format("+ %4d %3d%%", self.lineClearPoints[self.lines_cleared], (self.score_totals['lines']/(self.lineClearPoints[4]*math.ceil(lines/4)))*100), left+15, top+25, 1000, "left")
drawText(string.format("2 x Lines = %d\n3 x Lines = %d\n4 x Lines = %d", self.lineClearPoints[2], self.lineClearPoints[3], self.lineClearPoints[4]), left+15, top+25, 1000, "left")
end
function GameMode:drawScoringInfo()
-- Name & Grade
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 98, 83, 110, 180, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 95, 80, 110, 180, 10, 10)
if not PENTO_MODE then drawText("Grade:", 100, 128, 1000, "left") end
-- Line & Level
if self.input_playback or SETTINGS["lines"] then
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 241, 407, 116, 40, 5, 5) --lines
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 239, 405, 116, 40, 5, 5) --lines
drawText(string.format("Level: %2d\nLines: %3d/300", self:getBackground(), self.total_lines), 249, 408, 1000, "left")
end
-- REPLAY
if self.input_playback then
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 68, 270, 140, 190, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 65, 267, 140, 190, 10, 10)
drawText(string.format("REPLAY IN PROGRESS\n\n\n\n\n\n\n\n\n%s", formatTime(self.frames)), 70, 275, 1000, "left")
drawBigText(string.format("%s", self.grade), 100, 143, 1000, "left")
self:drawInputDisplay(103,185)
elseif not PENTO_MODE then
if math.mod(self.grade_change_flash, 5) ~= 0 then
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left", self.grade_change_color)
else
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left")
end
local points_text = nil
if self.grade == 1 and self.grade_history[2] == 2 then
points_text = " |.."
elseif self.grade == 1 and self.grade_history[2] == 3 then
points_text = " .|."
elseif self.grade == 1 and self.grade_history[2] == 4 then
points_text = " ..|"
elseif self.grade_history[2] == 0 then
points_text = "|...."
elseif self.grade_history[2] == 1 then
points_text = ".|..."
elseif self.grade_history[2] == 2 then
points_text = "..|.."
elseif self.grade_history[2] == 3 then
points_text = "...|."
elseif self.grade_history[2] == 4 then
points_text = "....|"
end
if self.grade > 1 then points_text = '-'..points_text
else points_text = ' '..points_text end
if self.grade < 28 then points_text = points_text..'+' end
drawText("Promotion\nMeter:", 100, 174, 1000, "left")
if self.point_flash > 0 then
drawBigText(points_text, 100, 208, 1000, "left", self.point_flash_color)
else
drawBigText(points_text, 100, 208, 1000, "left")
end
end
if (self.game_over or self.completed) and self.game_over_frames <= 50 and not self.input_playback and not self.training and not PENTO_MODE then
drawText("SAVING, PLEASE WAIT", 232, 460, 1000, "left")
end
drawText("Name:", 100, 83, 1000, "left")
drawBigText(self.player_name:upper(), 100, 98, 1000, "left")
drawText("Ver. 2", 550, 435, 1000, "left")
if self.input_playback then
self:drawSpeedStats(385, 99)
self:drawLinesStats(385, 251)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 385+3, 348+3, 190, 50, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 385, 348, 190, 50, 10, 10)
drawText(string.format("Added: %d\nScore: %d",self.score_to_add, self.grade_score), 392, 356, 1000, "left")
end
if self.clear or self.game_over then
SOUNDS['bgm_firsthalf']:stop()
SOUNDS['bgm_secondhalf']:stop()
end
end
function GameMode:drawBackground()
local bg = self:getBackground()
local brightness = 0.9
local limit = 4
if self.training then bg = 0 end
--if self.training then bg = math.mod(math.floor(((self.frames+1)/1200)), 10) end
if bg == 0 or bg == 6 or bg == 9 then limit = 5 end
if bg == 5 then limit = 4.76 end
if not BACKGROUNDS[bg]:isPlaying() then
BACKGROUNDS[bg]:play()
end
if BACKGROUNDS[bg]:tell() >= limit then
BACKGROUNDS[bg]:rewind()
end
if bg == 0 or bg == 8 or bg == 9 or bg == 3 then brightness = 0.7 end
love.graphics.setColor(brightness, brightness, brightness, 1)
love.graphics.draw(BACKGROUNDS[bg])
end
function GameMode:drawFrame()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setLineWidth(1)
love.graphics.line(216,80,216,80+(16*self.grid.height))
love.graphics.line(216+(16*self.grid.width),80,216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80+(16*self.grid.height),216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80,216+(16*self.grid.width),80)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle(
"fill", 216, 80,
16 * self.grid.width, 16 * (self.grid.height)
)
end
function GameMode:drawReadyGo()
-- ready/go graphics
love.graphics.setColor(1, 1, 1, 1)
if self.ready_frames <= 100 and self.ready_frames > 52 then
drawBigText("Ready...", 246, 240 - 14, 1000)
elseif self.ready_frames <= 50 and self.ready_frames > 2 then
drawBigText("Go!", 276, 240 - 14, 1000)
end
end
function GameMode:drawCustom() end
function GameMode:draw(paused)
self:drawBackground()
self:drawFrame()
self:drawGrid()
self:drawPiece()
self:drawNextQueue(self.ruleset)
if not self.training then self:drawScoringInfo() end
self:drawReadyGo()
self:drawCustom()
if self:canDrawLCA() then
self:drawLineClearAnimation()
end
if self.completed then
self:onGameComplete()
elseif self.game_over then
self:onGameOver()
end
end
return GameMode