Signed-off-by: Jean Privat <jean@pryen.org>
# Play a level in player mode.
fun play(l: Level)
do
# Play a level in player mode.
fun play(l: Level)
do
+ save # save the previous level grid
level = l
grid.load(level.saved_str or else level.str)
init_play_menu(false)
level = l
grid.load(level.saved_str or else level.str)
init_play_menu(false)
# Helper function to initialize the menu (and tile) screen
fun init_menu
do
# Helper function to initialize the menu (and tile) screen
fun init_menu
do
+ save # save the previous level grid
init_game
level = null
var i = levels.first
init_game
level = null
var i = levels.first
+
+ fun save
+ do
+ var l = level
+ if l != null then
+ l.save
+ end
+ end
end
# The spash title image
end
# The spash title image
+ redef fun on_pause
+ do
+ super
+ game.save
+ end
+
# Maximum wanted frame per second
var max_fps = 30
# Maximum wanted frame per second
var max_fps = 30
+ # Save the score and grid of the level
+ fun save
do
app.data_store["s{str}"] = if score > 0 then score else null
var saved = game.grid.save
do
app.data_store["s{str}"] = if score > 0 then score else null
var saved = game.grid.save
if not w then return false
if g.number > self.score then
self.score = g.number
if not w then return false
if g.number > self.score then
self.score = g.number
-
- # Save the score of the level
- fun save do end