1 //INITIALIZATION OF STATE VARIABLES
2 key_names <- [ "darkness" "unlicensed"]
4 if(!("keys" in state)){
6 foreach(name in key_names){
7 state.keys[name] <- false;
9 print("[DEBUG] key state initialized\n");
14 function set_darkness(night){
15 dark.fade(night ? 0.6 : 0, 1);
16 status.darkness <- night;
20 function set_unlicensed(under){
21 if(true||!(under && status.unlicensed)){
23 pathing.fade(under ? 0 : 1, speed);
24 land_detail_far.fade(under ? 0 : 1, speed);
25 land_detail_near.fade(under ? 0 : 1, speed);
26 foreground_far.fade(under ? 0 : 1, speed);
27 foreground_near.fade(under ? 0 : 1, speed);
28 map.fade(under ? 0 : 1, speed);
29 exit.fade(under ? 0 : (outpath ? 1 : 1), speed);
30 noexit.fade(under ? 0 : (outpath ? 0 : 0), speed);
31 u_pathing.fade(under ? 1 : 0, speed);
32 u_map.fade(under ? 1 : 0, speed);
33 u_background.fade(under ? 1 : 0, speed);
34 u_foreground.fade(under ? 1 : 0, speed);
35 status.unlicensed <- under;
37 //print("[DEBUG] un "+under+"\n");
38 play_music(under ? "music/voc-night.music" : "music/voc-daytime2.music");
42 function query(item){return status[item];}
44 function fire_bonus(){
46 Tux.add_bonus("fireflower");
47 play_sound("sounds/fire-flower.wav");
48 print("fire bonus added\n");
57 Tux.add_bonus("iceflower");
58 play_sound("sounds/fire-flower.wav");
59 print("ice bonus added\n");
66 function save_keys(){state.keys <- status;}
68 function reset_keys(){
69 foreach(name in key_names){
70 status[name] <- false;
76 outpath <- state.worlds["levels/bonus3/worldmap.stwm"].levels["sever_escape.stl"].solved;
77 set_darkness(status.darkness);
78 set_unlicensed(status.unlicensed);
80 if(!status.unlicensed){
81 exit.fade(outpath ? 1 : 0, 0);
82 noexit.fade(outpath ? 0 : 1, 0);
84 //print("[DEBUG] map set\n");