scenes/levels: some gold and score fixes
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3360028a21
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0aef838079
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@ -21,7 +21,7 @@ function Block:breakBlock()
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self.obj.Debris(self.level, x-dist, y-dist, spd, 180-45)
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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self.level.assets:playSFX("break")
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self.level.score = self.level.score + 10
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self.level.playermanager.score = self.level.playermanager.score + 10
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self:destroy()
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end
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@ -34,6 +34,7 @@ function Ennemy:getDamage(base_damage)
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if (self.hp == 0) then
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self:destroy()
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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self.level.playermanager.score = self.level.playermanager.score + 100
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end
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end
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@ -11,7 +11,8 @@ end
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function Coin:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.playermanager.gold + self.value
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self.level.playermanager.gold = self.level.playermanager.gold + self.value
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self.level.playermanager.score = self.level.playermanager.score + 10
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self.level.assets:playSFX("collectcoin")
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end
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@ -11,7 +11,8 @@ end
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function Loot:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.playermanager.gold + 1
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self.level.playermanager.gold = self.level.playermanager.gold + 1
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self.level.playermanager.score = self.level.playermanager.score + 10
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self.level.assets:playSFX("collectcoin")
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end
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@ -99,9 +99,6 @@ function Level:launchMission()
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self.playermanager:spawnPlayer(1)
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self.camera = Camera(self, self.playermanager.startx, self.playermanager.starty)
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self.score = 0
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self.gold = 0
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end
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