-
-function get_gold_key()
+function add_key(key)
{
- add_key(KEY_GOLD);
- end_level();
+ local keys = state.world2_keys;
+ keys[key] = true;
+ update_keys();
}
function level2_init()
{
+ add_key("air");
+ add_key("earth");
+ add_key("wood");
+ add_key("fire");
+ add_key("water");
Tux.deactivate();
- DisplayEffect.sixteen_to_nine();
+ 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);
- DisplayEffect.four_to_three();
+ 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(! ("air" in keys))
+ keys.air <- false;
+if(! ("earth" in keys))
+ keys.earth <- false;
+if(! ("wood" in keys))
+ keys.wood <- false;
+if(! ("fire" in keys))
+ keys.fire <- false;
+if(! ("water" in keys))
+ keys.water <- false;
+
+/// this function updates the key images (call this if tux has collected a key)
+function update_keys()
+{
+ local keys = state.world2_keys;
+ key_air.set_action(keys.air ? "display" : "outline");
+ key_earth.set_action(keys.earth ? "display" : "outline");
+ key_wood.set_action(keys.wood ? "display" : "outline");
+ key_fire.set_action(keys.fire ? "display" : "outline");
+ key_water.set_action(keys.water ? "display" : "outline");
+}
+
+local x = 10;
+local y = 10;
+
+
+key_air <- FloatingImage("images/objects/keys/key_air.sprite");
+key_air.set_anchor_point(ANCHOR_TOP_LEFT);
+key_air.set_pos(x, y);
+key_air.set_visible(true);
+x += 30;
+
+key_earth <- FloatingImage("images/objects/keys/key_earth.sprite");
+key_earth.set_anchor_point(ANCHOR_TOP_LEFT);
+key_earth.set_pos(x, y);
+key_earth.set_visible(true);
+x += 30;
+
+key_wood <- FloatingImage("images/objects/keys/key_wood.sprite");
+key_wood.set_anchor_point(ANCHOR_TOP_LEFT);
+key_wood.set_pos(x, y);
+key_wood.set_visible(true);
+x += 30;
+
+key_fire <- FloatingImage("images/objects/keys/key_fire.sprite");
+key_fire.set_anchor_point(ANCHOR_TOP_LEFT);
+key_fire.set_pos(x, y);
+key_fire.set_visible(true);
+x += 30;
+
+key_water <- FloatingImage("images/objects/keys/key_water.sprite");
+key_water.set_anchor_point(ANCHOR_TOP_LEFT);
+key_water.set_pos(x, y);
+key_water.set_visible(true);
+x += 30;
+
+update_keys();