public void setNextGame(int type, int levelNum = 0) { modifiedLevel = false; currentLevel = levelNum; currentLevelType = type; if (type == Room.ADVENTURE) { currentLevelObj = null; if (UserData.settings.adventureData != null) { currentLevelObj = UserData.settings.adventureData; } } else if (type == Room.PUZZLE) { if (UserData.settings.puzzleData != null && !editing) { currentLevelObj = UserData.settings.puzzleData; currentLevel = UserData.settings.puzzleLevel; } else { currentLevelObj = Library.levels[levelNum]; } } }
public void puzzleWin() { if (!editing || !modifiedLevel) { currentLevel++; currentLevelObj = currentLevel < Library.TOTAL_LEVELS ? Library.levels[currentLevel] : null; } if (currentLevelObj != null) { String str = (currentLevel < 10 ? "0" : "") + currentLevel; transition.begin(nextLevel, DEATH_FADE_COUNT, DEATH_FADE_COUNT, str, 15, null, 20); } else { transition.begin(quit, DEATH_FADE_COUNT, DEATH_FADE_COUNT, "\"poo-tee-weet!\"", 90, null, 30); } }
public void resetGame() { if (!editing) { if (level.data.room.type == Room.ADVENTURE) { UserData.settings.adventureData = null; currentLevelObj = null; } else if (level.data.room.type == Room.PUZZLE) { UserData.settings.puzzleData = null; currentLevelObj = Library.levels[currentLevel];; } UserData.push(true); } initLevel(); }
/* */ private void init() { // GAME GFX AND UI INIT if (state == GAME || state == MENU) { renderer.createRenderLayers(this); } addChild(transition); if (focusPrompt == null) { focusPrompt = new Sprite(); focusPrompt.addChild(screenText("click")); //stage.addEventListener(Event.DEACTIVATE, onFocusLost); //stage.addEventListener(Event.ACTIVATE, onFocus); } if (state == GAME || state == MENU) { frameCount = 1; currentLevel = 0; currentLevelType = TEST_BED_INIT ? Room.ADVENTURE : Room.PUZZLE; currentLevelObj = null; titleMenu = new TitleMenu(); if (state == GAME) { initLevel(); } } addListeners(); // this is a hack to force clicking on the game when the browser first pulls in the swf if (forceFocus) { onFocusLost(); forceFocus = false; } else { } }