function get_gold_key() { add_key(KEY_GOLD); end_level(); } function level2_init() { add_key(KEY_BRASS); add_key(KEY_IRON); Tux.deactivate(); Effect.sixteen_to_nine(2); Text.set_text(translate("---Insert Cutscene Here---")); Tux.walk(100); Text.fade_in(2); wait(4); Text.fade_out(1); wait(1); Effect.four_to_three(); Tux.activate(); } /*************************************** * Handling of the "keys" in the world * ***************************************/ if(! ("world2_keys" in state)) state.world2_keys <- {} local keys = state.world2_keys; if(! ("brass" in keys)) keys.brass <- false; if(! ("iron" in keys)) keys.iron <- false; if(! ("bronze" in keys)) keys.bronze <- false; if(! ("silver" in keys)) keys.silver <- false; if(! ("gold" in keys)) keys.gold <- false; /// this function updates the key images (call this if tux has collected a key) function update_keys() { local keys = state.world2_keys; key_brass.set_action(keys.brass ? "display" : "outline"); key_iron.set_action(keys.iron ? "display" : "outline"); key_bronze.set_action(keys.bronze ? "display" : "outline"); key_silver.set_action(keys.silver ? "display" : "outline"); key_gold.set_action(keys.gold ? "display" : "outline"); } local x = 10; local y = 10; key_brass <- FloatingImage("images/objects/keys/key_brass.sprite"); key_brass.set_anchor_point(ANCHOR_TOP_LEFT); key_brass.set_pos(x, y); key_brass.set_visible(true); x += 30; key_iron <- FloatingImage("images/objects/keys/key_iron.sprite"); key_iron.set_anchor_point(ANCHOR_TOP_LEFT); key_iron.set_pos(x, y); key_iron.set_visible(true); x += 30; key_bronze <- FloatingImage("images/objects/keys/key_bronze.sprite"); key_bronze.set_anchor_point(ANCHOR_TOP_LEFT); key_bronze.set_pos(x, y); key_bronze.set_visible(true); x += 30; key_silver <- FloatingImage("images/objects/keys/key_silver.sprite"); key_silver.set_anchor_point(ANCHOR_TOP_LEFT); key_silver.set_pos(x, y); key_silver.set_visible(true); x += 30; key_gold <- FloatingImage("images/objects/keys/key_gold.sprite"); key_gold.set_anchor_point(ANCHOR_TOP_LEFT); key_gold.set_pos(x, y); key_gold.set_visible(true); x += 30; update_keys();