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Add the original Score Drain mode from November 2020
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tetris/modes/score_drain_original.lua
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237
tetris/modes/score_drain_original.lua
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require 'funcs'
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-- This is the ORIGINAL Score Drain mode by MarkGamed. The other one in the modpack is a recreation by Milla, and was not officially endorsed by me.
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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 ScoreDrainGame = GameMode:extend()
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ScoreDrainGame.name = "Score Drain (Original)"
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ScoreDrainGame.hash = "ScoreDrainGame"
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ScoreDrainGame.tagline = "Your score has a leak! Try to keep it up for as long as you can!"
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local last_frame_time = 0
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function ScoreDrainGame:new()
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ScoreDrainGame.super:new()
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self.score = 2500
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self.level = 0
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.grade_points = 0
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self.roll_points = 0
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self.grade_point_decay_counter = 0
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.score_text = 0
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self.score_text_timer = 0
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self.drain_speed = 50
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last_frame_time = self.frames
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end
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function ScoreDrainGame:getARE()
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if self.level < 700 then return 27
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elseif self.level < 800 then return 18
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elseif self.level < 1000 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getLineARE()
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if self.level < 600 then return 27
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elseif self.level < 700 then return 18
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elseif self.level < 800 then return 14
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elseif self.level < 1100 then return 8
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elseif self.level < 1200 then return 7
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else return 6 end
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end
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function ScoreDrainGame:getDasLimit()
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if self.level < 500 then return 15
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elseif self.level < 900 then return 9
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else return 7 end
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end
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function ScoreDrainGame:getLineClearDelay()
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if self.level < 500 then return 40
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elseif self.level < 600 then return 25
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elseif self.level < 700 then return 16
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elseif self.level < 800 then return 12
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elseif self.level < 1100 then return 6
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elseif self.level < 1200 then return 5
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else return 4 end
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end
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function ScoreDrainGame:getLockDelay()
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if self.level < 900 then return 30
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elseif self.level < 1100 then return 17
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else return 15 end
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end
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function ScoreDrainGame:getGravity()
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if (self.level < 30) then return 4/256
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elseif (self.level < 35) then return 6/256
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elseif (self.level < 40) then return 8/256
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elseif (self.level < 50) then return 10/256
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elseif (self.level < 60) then return 12/256
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elseif (self.level < 70) then return 16/256
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elseif (self.level < 80) then return 32/256
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elseif (self.level < 90) then return 48/256
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elseif (self.level < 100) then return 64/256
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elseif (self.level < 120) then return 80/256
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elseif (self.level < 140) then return 96/256
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elseif (self.level < 160) then return 112/256
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elseif (self.level < 170) then return 128/256
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elseif (self.level < 200) then return 144/256
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elseif (self.level < 220) then return 4/256
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elseif (self.level < 230) then return 32/256
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elseif (self.level < 233) then return 64/256
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elseif (self.level < 236) then return 96/256
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elseif (self.level < 239) then return 128/256
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elseif (self.level < 243) then return 160/256
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elseif (self.level < 247) then return 192/256
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elseif (self.level < 251) then return 224/256
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elseif (self.level < 300) then return 1
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elseif (self.level < 330) then return 2
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elseif (self.level < 360) then return 3
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elseif (self.level < 400) then return 4
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elseif (self.level < 420) then return 5
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elseif (self.level < 450) then return 4
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elseif (self.level < 500) then return 3
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else return 20
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end
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end
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function ScoreDrainGame:advanceOneFrame()
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if self.ready_frames == 0 then
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self.frames = self.frames + 1
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end
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return true
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end
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function ScoreDrainGame:onPieceEnter()
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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end
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end
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function ScoreDrainGame:onLineClear(cleared_row_count)
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self.level = self.level + cleared_row_count
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self.level = self.level + cleared_row_count
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end
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scoreNums = {0,100,200,500,800}
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function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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local addScore = (
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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.score = self.score + addScore
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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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self.score_text = addScore
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self.score_text_timer = 120
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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 ScoreDrainGame:drawGrid()
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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ScoreDrainGame.rollOpacityFunction = function(age)
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if age < 240 then return 1
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elseif age > 300 then return 0
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else return 1 - (age - 240) / 60 end
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end
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ScoreDrainGame.mRollOpacityFunction = function(age)
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if age > 4 then return 0
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else return 1 - age / 4 end
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end
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function ScoreDrainGame:drawScoringInfo()
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if(self.score <= 0 and not self.game_over) then
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self.game_over = true
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self.score = 0
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end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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strTrueValues(self.prev_inputs)
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)
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self.drain_speed = 50*(1.5^math.floor(self.level/100))
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("DRAIN SPEED", 240, 90, 120, "left")
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love.graphics.printf("SCORE", 240, 160, 40, "left")
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love.graphics.printf("UNTIL DEPLETION", 240, 250, 160, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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if sg >= 5 then
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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love.graphics.setFont(font_3x5_3)
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if not self.game_over and self.score < self.drain_speed*10 and self.frames % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(math.floor(self.score), 240, 180, 90, "left")
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if self.score_text_timer > 0 then
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love.graphics.setColor(1, 1, 0.3, 1)
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self.score_text_timer = self.score_text_timer-1
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love.graphics.printf("(+"..(self.score_text)..")", 240, 205, 160, "left")
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end
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love.graphics.setColor(1,1,1,1)
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love.graphics.printf(math.floor(self.drain_speed).."/s", 240, 110, 90, "left")
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love.graphics.printf(formatTime(self.score/self.drain_speed*60), 240, 270, 180, "left")
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love.graphics.printf(self.level, 240, 340, 50, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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if(self.frames > 0) then
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self.score = self.score - (self.frames-last_frame_time)/60*self.drain_speed
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last_frame_time = self.frames*1
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end
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end
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function ScoreDrainGame:getHighscoreData()
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return {
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level = self.level,
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frames = self.frames,
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}
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end
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function ScoreDrainGame:getSectionEndLevel()
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return math.floor(self.level / 100 + 1) * 100
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end
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function ScoreDrainGame:getBackground()
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return math.floor(self.level / 100)%10
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end
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return ScoreDrainGame
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