local pc_drop={50,45,40,35,30,26,22,18,15,12} local pc_lock={55,50,46,42,39,36,33,31,29,27} local pc_fall={18,16,14,12,10,9,8,7,6,5} local PCbase=require"parts.modes.PCbase" local PClist=require"parts.modes.PClist" local function task_PC(P) if P.frameRun>180 then P.control=false for _=1,26 do YIELD()end P.control=true end local base=PCbase[P.modeData.type] P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry) end local function check(P) local f=P.field if #f>0 then if #f+P.stat.row%4>4 then P:lose() end else local type=P.stat.pc<10 and 4 or 5 local L=PClist[type][P.holeRND:random(#PClist[type])] local symmetry=P.holeRND:random()>.5 P.modeData.type=type P.modeData.symmetry=symmetry P:pushNextList(L,symmetry) P.modeData.counter=P.stat.piece==0 and 20 or 0 P:newTask(task_PC) local s=P.stat.pc*.25 if math.floor(s)==s and s>0 then P.gameEnv.drop=pc_drop[s]or 10 P.gameEnv.lock=pc_lock[s]or 25 P.gameEnv.fall=pc_fall[s]or 4 if s==10 then P:_showText(text.maxspeed,0,-140,100,'appear',.6) end end end end return{ mesDisp=function(P) setFont(60) mStr(P.stat.pc,63,340) mText(TEXTOBJ.pc,63,410) end, dropPiece=check, task=check, }