datas: use the new level system
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2858de16b0
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5b87331143
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@ -1,8 +1,10 @@
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return {
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return {
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realm = "Mystery Zone",
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realm = "Unda",
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name = "Coral Sands",
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name = "Coral Sands",
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x = 6,
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x = 6,
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y = 10,
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y = 10,
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mapfile = "test-map2",
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mapfile = "test-map2",
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music = "sunnyparadise1.mp3",
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music = "sunnyparadise1.mp3",
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gravity = 1,
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autorun = false,
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}
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}
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@ -1,20 +1 @@
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return {
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return {"coralsands"}
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[1] = {
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realm = "Mystery Zone",
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name = "Test Level",
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missions = {
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[1] = {
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missionName = "GameTest",
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description = "Test and debug the game !",
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mapfile = "test-map2",
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music = "",
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gravity = 0,
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autorun = 0,
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objectiveID = 0,
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startx = 48,
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starty = 272/2,
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music = "sunnyparadise1.mp3"
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}
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}
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}
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}
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@ -1 +0,0 @@
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return {"coralsands"}
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@ -45,15 +45,6 @@ function menu.Main:new(scene)
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self:getFocus()
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self:getFocus()
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end
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end
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function menu.Levels:new(scene)
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menu.Levels.super.new(self, scene, "levelselect")
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for i,v in ipairs(leveldata) do
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widgets.Menu(self,v.realm .. " - " .. v.name, 4, i)
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end
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widgets.Menu(self,"Back", "mainmenu")
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self:setCancelWidget()
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end
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function menu.Debug:new(scene)
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function menu.Debug:new(scene)
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menu.Debug.super.new(self, scene, "debug")
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menu.Debug.super.new(self, scene, "debug")
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widgets.Menu(self,"Manage Pigs", "debugpigs")
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widgets.Menu(self,"Manage Pigs", "debugpigs")
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@ -64,8 +55,8 @@ end
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function menu.Levels:new(scene)
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function menu.Levels:new(scene)
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menu.Levels.super.new(self, scene, "levels")
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menu.Levels.super.new(self, scene, "levels")
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for i,v in ipairs(leveldata[1].missions) do
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for i,v in ipairs(leveldata) do
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widgets.Mission(self,v.missionName, 1, i)
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widgets.Mission(self,v, 1, i)
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end
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end
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widgets.Menu(self,"Back", "mainmenu")
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widgets.Menu(self,"Back", "mainmenu")
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self:setCancelWidget()
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self:setCancelWidget()
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@ -24,15 +24,16 @@ function Widgets.Menu:action()
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self.scene:selectMenu(self.menuID)
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self.scene:selectMenu(self.menuID)
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end
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end
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function Widgets.Mission:new(menu, name, levelID, missionID)
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function Widgets.Mission:new(menu, levelID)
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Widgets.Mission.super.new(self, menu, name)
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local data = require("datas.levels." .. levelID)
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Widgets.Mission.super.new(self, menu, data.name)
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self.menusystem = menusystem
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self.menusystem = menusystem
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self.levelID = levelID
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self.levelID = levelID
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self.missionID = missionID
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self.missionID = missionID
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end
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end
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function Widgets.Mission:action()
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function Widgets.Mission:action()
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scenes.Levels(self.levelID, self.missionID)
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scenes.Levels(self.levelID)
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end
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end
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function Widgets.AddPig:new(menu)
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function Widgets.AddPig:new(menu)
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@ -34,26 +34,11 @@ end
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function Level:loadMission(levelID, missionID)
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function Level:loadMission(levelID, missionID)
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local datas, missiondatas
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local datas, missiondatas
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self.datas = {}
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self.datas = require("datas.levels." .. levelID)
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datas = leveldatas[levelID]
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self.datas.realm = datas.realm
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self.datas.level = datas.name
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missiondatas = datas.missions[missionID]
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self.world = World(self, self.datas.mapfile)
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self.datas.missions = {}
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self.datas.missions.name = missiondatas.missionName
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self.datas.missions.desc = missiondatas.description
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self.datas.missions.map = missiondatas.mapfile
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self.datas.missions.gravity = missiondatas.gravity
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self.datas.missions.autorun = missiondatas.autorun
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self.datas.missions.objectiveID = missiondatas.objectiveID
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self.datas.missions.startx = missiondatas.startx
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self.datas.missions.starty = missiondatas.starty
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self.datas.missions.music = missiondatas.music
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self.world = World(self, self.datas.missions.map)
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self.world:load()
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self.world:load()
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self.assets:setMusic("assets/music/" .. self.datas.missions.music)
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self.assets:setMusic("assets/music/" .. self.datas.music)
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self:launchMission()
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self:launchMission()
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end
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end
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@ -26,7 +26,7 @@ function WorldMap:addLevels()
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self.assets:addImage("leveldot", "assets/sprites/gui/leveldot.png")
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self.assets:addImage("leveldot", "assets/sprites/gui/leveldot.png")
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self.leveldots = {}
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self.leveldots = {}
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local levels = require "datas.levels.list"
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local levels = require "datas.levels"
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for i,v in ipairs(levels) do
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for i,v in ipairs(levels) do
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LevelDot(self, v)
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LevelDot(self, v)
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end
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end
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