function add_key(key)
{
local keys = state.world2_keys;
- if (key == "brass")
- keys.brass = true;
- else if (key == "iron")
- keys.iron = true;
- else if (key == "bronze")
- keys.bronze = true;
- else if (key == "silver")
- keys.silver = true;
- else if (key == "gold")
- keys.gold = true;
+ keys[key] = true;
update_keys();
-}
-
-function get_gold_key()
-{
- add_key("gold");
end_level();
}
function level2_init()
{
- add_key("brass");
- add_key("iron");
+ add_key("air");
+ add_key("earth");
+ add_key("wood");
+ add_key("fire");
+ add_key("water");
Tux.deactivate();
Effect.sixteen_to_nine(2);
Text.set_text(translate("---Insert Cutscene Here---"));
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;
+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_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");
+ 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_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);
+
+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_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);
+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_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);
+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_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);
+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_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);
+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();