local gc=love.graphics local gc_draw=gc.draw local function puzzleCheck(P) local D=P.modeData local F=FIELD[D.finished+1] for y=1,20 do local L=P.field[y] for x=1,10 do local a,b=F[y][x],L and L[x]or 0 if a~=0 then if a==-1 then if b>0 then return end elseif a<12 then if a~=b then return end elseif a>7 then if b==0 then return end end end end end D.finished=D.finished+1 if FIELD[D.finished+1]then P.waiting=26 for _=#P.field,1,-1 do FREEROW.discard(P.field[_]) FREEROW.discard(P.visTime[_]) P.field[_],P.visTime[_]=nil end SYSFX.newShade(1.4,P.absFieldX,P.absFieldY,300*P.size,610*P.size,.3,1,.3) SFX.play('reach') D.showMark=0 else D.showMark=1 P:win('finish') end end return{ color=COLOR.white, env={ fkey1=function(P)P.modeData.showMark=1-P.modeData.showMark end, dropPiece=puzzleCheck, }, load=function() applyCustomGame() local AItype=GAME.modeEnv.opponent:sub(1,2) local AIlevel=tonumber(GAME.modeEnv.opponent:sub(-1)) PLY.newPlayer(1) if AItype=='9S'then PLY.newAIPlayer(2,AIBUILDER('9S',2*AIlevel)) elseif AItype=='CC'then PLY.newAIPlayer(2,AIBUILDER('CC',2*AIlevel-1,math.floor(AIlevel*.5+1),true,20000+5000*AIlevel)) end end, mesDisp=function(P) setFont(55) mStr(P.stat.row,63,225) mText(drawableText.line,63,290) PLY.draw.applyField(P) if P.modeData.showMark==0 then local mark=TEXTURE.puzzleMark local F=FIELD[P.modeData.finished+1] gc.setColor(1,1,1) for y=1,20 do for x=1,10 do local T=F[y][x] if T~=0 then gc_draw(mark[T],30*x-30,600-30*y) end end end end PLY.draw.cancelField(P) end, }