self.over = self.level.fullname
if self.level.get_state >= l.l_won then
- if game.levels[9].get_state >= l.l_won then self.over += " --- {self.level.score}/{self.level.par}"
+ if game.levels[9].get_state >= l.l_won then self.over += " --- {self.level.score}/{self.level.gold}"
else if self.level.get_state >= l.l_open then
- if game.levels[9].get_state >= l.l_open then self.over += " --- ?/{self.level.par}"
+ if game.levels[9].get_state >= l.l_open then self.over += " --- ?/{self.level.gold}"
end
#self.enabled = l.get_state >= l.l_open
end
end
ctx.blit(game.img[ix,iy], self.x, self.y)
- if s == l.l_par then
+ if s == l.l_gold then
ctx.blit(game.img2[7,0], self.x + bw*5/8, self.y-bh*1/8)
end
ctx.textx(self.level.name, self.x+5, self.y+5, 24, null, null)
end
if game.levels[9].get_state >= level.l_won then
if level.is_challenge then
- ctx.textx("GOAL: {level.par}",self.x,self.y+44,21,"yellow",null)
+ ctx.textx("GOAL: {level.gold}",self.x,self.y+44,21,"yellow",null)
else
- ctx.textx("PAR: {level.par}",self.x,self.y+44,21,"yellow",null)
+ ctx.textx("GOLD: {level.gold}",self.x,self.y+44,21,"yellow",null)
end
end
end
end
t = new Achievement(self, 0, "Training")
entities.push(t)
- t = new Achievement(self, 1, "Par")
+ t = new Achievement(self, 1, "Gold")
entities.push(t)
t = new Achievement(self, 2, "Editor")
entities.push(t)
var ls = code.split(";")
self.number = i
self.str = ls[0]
- self.par = ls[1].to_i
+ self.gold = ls[1].to_i
if ls.length >= 3 then
self.status = ls[2]
end
# initial grid position
var str: String
- # top score
- var par: Int
+ # top score to get gold
+ var gold: Int
# Help message if any
var status: String = ""
var l_disabled = 1
var l_open = 2
var l_won = 3
- var l_par = 4
+ var l_gold = 4
fun get_state: Int
do
if self.score == 0 then
if self.number == 0 or game.levels[self.number-1].score > 0 then return l_open
if self.number == 25 and game.levels[19].score > 0 then return l_open else return l_disabled
- else if self.score < self.par or not game.levels[9].score > 0 then
+ else if self.score < self.gold or not game.levels[9].score > 0 then
return l_won
- else return l_par
+ else return l_gold
end
# Returns true if g is a wining condition for the level.
fun check_won(g: Grid): Bool
do
- var w = g.won and (not self.is_challenge or g.number >= self.par)
+ var w = g.won and (not self.is_challenge or g.number >= self.gold)
if not w then return false
if g.number > self.score then
self.score = g.number