local gc=love.graphics local int=math.floor local death_lock={12,11,10,9,8} local death_wait={10,9,8,7,6} local death_fall={10,9,8,7,6} 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 local s=P.modeData.event+1;P.modeData.event=s--level up! local E=P.gameEnv curBG=s==1 and"game3"or s==2 and"game4"or s==3 and"game5"or s==4 and"game6"or"game5" E.lock=death_lock[s] E.wait=death_wait[s] E.fall=death_fall[s] E.das=int(6.9-s*.4) if s==3 then P.gameEnv.bone=true end if s==5 then P.modeData.point,P.modeData.event=500,4 P:win("finish") else P:showText(text.stage(s),0,-120,80,"fly") end SFX.play("reach") end end return{ name={ "大师", "大师", "Master", }, level={ "极限", "极限", "ULTIMATE", }, info={ "20G:上级者的挑战", "20G:上级者的挑战", "20G:For Pro", }, color=color.red, env={ noFly=true, mindas=6,minarr=1, _20G=true, lock=death_lock[1], wait=death_wait[1], fall=death_fall[1], dropPiece=score, freshLimit=15, bg="game2",bgm="secret7th", }, slowMark=true, load=function() 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.row,P.stat.time}end, scoreDisp=function(D)return D[1].."P "..D[2].."L "..toTime(D[3])end, comp=function(a,b) return a[1]>b[1]or(a[1]==b[1]and(a[2]=30 and 5 or L>=25 and 4 or 3 else return S>=426 and 3 or S>=326 and 2 or S>=226 and 1 or S>=50 and 0 end end, }