local gc=love.graphics local rush_lock={20,18,16,15,14} local rush_wait={12,10,9,8,7} local rush_fall={18,16,14,13,12} local function score(P) local c=#P.clearedRow if c==0 and P.modeData.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 P.modeData.point=P.modeData.point+s if P.modeData.point%100==99 then SFX.play("blip_1") elseif P.modeData.point>=100*(P.modeData.event+1)then --Level up! local s=P.modeData.event+1;P.modeData.event=s local E=P.gameEnv BG.set(s==1 and"bg1"or s==2 and"bg2"or s==3 and"rainbow"or "rainbow2") E.lock=rush_lock[s] E.wait=rush_wait[s] E.fall=rush_fall[s] E.das=10-s if s==2 then P.gameEnv.arr=2 elseif s==4 then P.gameEnv.bone=true end if s==5 then P.modeData.point,P.modeData.event=500,4 P:win("finish") else P:showTextF(text.stage(s),0,-120,80,"fly") end SFX.play("reach") end end return{ color=color.red, env={ noFly=true, das=9,arr=3, _20G=true, lock=rush_lock[1], wait=rush_wait[1], fall=rush_fall[1], dropPiece=score, freshLimit=15, bg="bg1",bgm="secret8th", }, slowMark=true, load=function() PLY.newPlayer(1,340,15) end, mesDisp=function(P,dx,dy) setFont(45) mStr(P.modeData.point,-81,320) mStr((P.modeData.event+1)*100,-81,370) gc.rectangle("fill",-125,375,90,4) 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]=460 and 3 or S>=350 and 2 or S>=200 and 1 or S>=50 and 0 end end, }