local gc=love.graphics local int=math.floor local function score(P) local MD=P.modeData local c=#P.clearedRow if c==0 and MD.point%100==99 then return end local s=c<3 and c+1 or c==3 and 5 or 7 if P.combo>7 then s=s+2 elseif P.combo>3 then s=s+1 end MD.point=MD.point+s if MD.point%100==99 then SFX.play("blip_1")end if int(MD.point*.01)>MD.event then --Level up! local s=MD.event+1;MD.event=s local E=P.gameEnv if s<4 then P:showTextF(text.stage(s),0,-120,80,"fly") --First 300 if s~=1 then E.lock=E.lock-1 end if s~=2 then E.wait=E.wait-1 end if s~=3 then E.fall=E.fall-1 end elseif s<10 then P:showTextF(text.stage(s),0,-120,60,"fly",1.26) if s==4 or s==7 then E.das=E.das-1 end s=s%3 if s==0 then E.lock=E.lock-1 elseif s==1 then E.wait=E.wait-1 elseif s==2 then E.fall=E.fall-1 end else MD.point,MD.event=1000,9 P:win("finish") end SFX.play("reach") end end return{ color=color.lGrey, env={ noTele=true, das=5,arr=1, drop=0,lock=12, wait=10,fall=10, dropPiece=score, freshLimit=15, easyFresh=false,bone=true, bg="lightning",bgm="distortion", }, slowMark=true, load=function() PLY.newPlayer(1,340,15) end, mesDisp=function(P) setFont(45) mStr(P.modeData.point,69,390) mStr((P.modeData.event+1)*100,69,440) gc.rectangle("fill",25,445,90,4) end, score=function(P)return{P.modeData.point,P.stat.time}end, scoreDisp=function(D)return D[1].."P "..toTime(D[2])end, comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]=1000 and 5 or S>=800 and 4 or S>=600 and 3 or S>=400 and 2 or S>=200 and 1 or S>=50 and 0 end, }