local PCbase=require"parts.modes.PCbase" local PClist=require"parts.modes.PClist" local PCtype={ 1,1,1,1,2, 1,1,1,1,3, 1,1,1,2, 1,2,1,3, 1,2,3, } local function task_PC(P) local difficulty=PCtype[P.stat.pc+1] or 3 local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])] local symmetry=P.holeRND:random()>.5 P:pushNextList(L,symmetry) P.control=false if P.frameRun>180 then for _=1,26 do coroutine.yield() end end P.control=true local base=PCbase[difficulty] P:pushLineList(base[P.holeRND:random(#base)],symmetry) end local function _check(P) if #P.field>0 then if #P.field+P.stat.row%4>4 then P:lose() end else if P.stat.pc>=60 then P:win('finish') else P:newTask(task_PC) if P.frameRun<180 then P.fieldBeneath=0 end end end end return { sequence='none', RS="SRS", mesDisp=function(P) setFont(60) GC.mStr(P.stat.pc,63,260) mText(TEXTOBJ.pc,63,330) end, hook_drop=_check, task=_check,-- Just run one time at first to start first level }