scenes/level: use the new scene system
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@ -5,8 +5,10 @@ require "scenes.levels.sprites"
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require "scenes.levels.controller"
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require "scenes.levels.entities"
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-- On commence par générer la scene :
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stateLevel = {}
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-- On charge le module de scene et créer l'objet de scene des niveaux
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local Scene = require "core.modules.scenes"
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local LevelScene = Scene:extend()
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local currentLevel = Level()
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local previousMenu
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@ -28,19 +30,19 @@ function levelLoad(levelID, missionID)
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Gamestate.switch(stateLevel)
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end
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function stateLevel:enter(previous, levelID, missionID)
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function LevelScene:new(levelID, missionID)
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level_loadSounds()
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loadSprites()
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previousMenu = previous
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currentLevel:loadMission(levelID, missionID)
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end
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function stateLevel:update(dt)
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function LevelScene:update(dt)
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lovebird.update()
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currentLevel:update(dt)
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end
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function stateLevel:keypressed(key)
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function LevelScene:keypressed(key)
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if (currentLevel.pause == true) then
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if key == "escape" then
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exitLevel()
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@ -53,13 +55,13 @@ function stateLevel:keypressed(key)
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end
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end
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function stateLevel:draw(dt)
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function LevelScene:draw(dt)
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CScreen:apply()
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currentLevel:draw(dt)
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CScreen:cease()
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end
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function stateLevel:leave()
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function LevelScene:exit()
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currentLevel:reset()
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end
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@ -71,3 +73,5 @@ function exitLevel()
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currentLevel:reset()
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Gamestate.switch(stateDebugMenu)
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end
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return LevelScene
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