First bundled release.
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265
tetris/modes/survival_2020.lua
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265
tetris/modes/survival_2020.lua
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local Survival2020Game = GameMode:extend()
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Survival2020Game.name = "Survival 2020"
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Survival2020Game.hash = "Survival2020"
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Survival2020Game.tagline = "A new time limit on the blocks! Can you handle being forced to perform under the total delay?"
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Survival2020Game.arr = 1
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Survival2020Game.drop_speed = 1
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function Survival2020Game:new()
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Survival2020Game.super:new()
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self.level = 0
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self.grade = 0
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self.garbage = 0
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self.clear = false
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self.completed = false
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self.roll_frames = 0
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self.combo = 1
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self.total_delay = 0
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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end
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function Survival2020Game:getARE()
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if self.level < 200 then return 12
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elseif self.level < 300 then return 10
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elseif self.level < 500 then return 6
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elseif self.level < 1000 then return 4
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elseif self.level < 1500 then return 3
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else return 2 end
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end
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function Survival2020Game:getLineARE()
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return self:getARE()
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end
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function Survival2020Game:getDasLimit()
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if self.level < 200 then return 9
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elseif self.level < 500 then return 7
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elseif self.level < 1000 then return 5
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elseif self.level < 1500 then return 4
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else return 3 end
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end
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function Survival2020Game:getLineClearDelay()
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if self.level < 300 then return 6
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elseif self.level < 500 then return 4
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else return 2 end
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end
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function Survival2020Game:getLockDelay()
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if self.level < 100 then return 20
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elseif self.level < 200 then return 18
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elseif self.level < 300 then return 17
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elseif self.level < 400 then return 15
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elseif self.level < 500 then return 14
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elseif self.level < 1000 then return 13
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elseif self.level < 1500 then return 10
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else return 8 end
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end
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function Survival2020Game:getTotalDelay()
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if self.level < 500 then return 60
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elseif self.level < 600 then return 45 -- lock delay: 15
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elseif self.level < 700 then return 36
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elseif self.level < 800 then return 27
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elseif self.level < 900 then return 21
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elseif self.level < 1000 then return 15
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elseif self.level < 1100 then return 36 -- lock delay: 11
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elseif self.level < 1200 then return 27
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elseif self.level < 1300 then return 21
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elseif self.level < 1400 then return 15
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elseif self.level < 1500 then return 12
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elseif self.level < 1600 then return 30 -- lock delay: 8
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elseif self.level < 1700 then return 21
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elseif self.level < 1800 then return 15
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elseif self.level < 1900 then return 12
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elseif self.level < 2020 then return 10
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else return 30 end
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end
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function Survival2020Game:getGravity()
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return 20
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end
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function Survival2020Game:getNextPiece(ruleset)
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return {
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skin = self.level >= 1000 and "bone" or "2tie",
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shape = self.randomizer:nextPiece(),
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orientation = ruleset:getDefaultOrientation(),
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}
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end
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function Survival2020Game:hitTorikan(old_level, new_level)
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if old_level < 500 and new_level >= 500 and self.frames > sp(3,00) then
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self.level = 500
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return true
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end
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if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,00) then
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self.level = 1000
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return true
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end
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if old_level < 1500 and new_level >= 1500 and self.frames > sp(7,00) then
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self.level = 1500
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return true
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end
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return false
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end
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function Survival2020Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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if self.roll_frames + 1 == 0 then
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switchBGM("credit_roll", "gm3")
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return true
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end
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return false
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elseif self.roll_frames > 3238 then
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switchBGM(nil)
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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if self.piece ~= nil then
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self.total_delay = self.total_delay + 1
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if self.total_delay >= self:getTotalDelay() then
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self.piece:dropToBottom(self.grid)
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self.piece.locked = true
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end
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end
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end
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return true
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end
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function Survival2020Game:onPieceEnter()
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if not self.clear and (
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(self.level < 1900 and self.level % 100 ~= 99) or
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self.level == 2019
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) then
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self.level = self.level + 1
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end
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self.total_delay = 0
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end
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local cleared_row_levels = {1, 2, 4, 6}
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local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
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function Survival2020Game:onLineClear(cleared_row_count)
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if not self.clear then
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local new_level = self.level + cleared_row_levels[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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if new_level >= 2020 or self:hitTorikan(self.level, new_level) then
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if new_level >= 2020 then
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self.level = 2020
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end
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self.clear = true
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self.grid:clear()
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self.roll_frames = -150
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else
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self.level = math.min(new_level, 2020)
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end
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end
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end
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function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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function Survival2020Game:updateSectionTimes(old_level, new_level)
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if math.floor(old_level / 100) < math.floor(new_level / 100) then
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local section = math.floor(old_level / 100) + 1
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section_time = self.frames - self.section_start_time
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if section_time <= sp(0,30) then
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self.grade = self.grade + 2
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else
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self.grade = self.grade + 1
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end
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end
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end
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Survival2020Game.opacityFunction = function(age)
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if age > 300 then return 0
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else return 1 - Math.max(age - 240, 0) / 60 end
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end
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function Survival2020Game:drawGrid()
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if self.level < 1500 then
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self.grid:draw()
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else
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self.grid:drawInvisible(self.opacityFunction)
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end
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end
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local function getLetterGrade(grade)
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if grade == 0 then
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return "1"
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elseif grade <= 9 then
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return "S" .. tostring(grade)
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else
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return "M" .. tostring(grade - 9)
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end
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end
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function Survival2020Game:drawScoringInfo()
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Survival2020Game.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 50, "right")
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if self.clear then
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love.graphics.printf(self.level, text_x, 370, 50, "right")
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else
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love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
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end
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end
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function Survival2020Game:getBackground()
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return math.floor(self.level / 100)
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end
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function Survival2020Game:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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grade = self.grade,
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}
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end
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return Survival2020Game
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