3 local keys = state.world2_keys;
6 else if (key == "earth")
8 else if (key == "wood")
10 else if (key == "fire")
12 else if (key == "water")
17 function get_water_key()
22 function get_earth_key()
27 function get_wood_key()
32 function get_fire_key()
37 function get_air_key()
43 function level2_init()
51 Effect.sixteen_to_nine(2);
52 Text.set_text(translate("---Insert Cutscene Here---"));
58 Effect.four_to_three();
62 /***************************************
63 * Handling of the "keys" in the world *
64 ***************************************/
65 if(! ("world2_keys" in state))
66 state.world2_keys <- {}
68 local keys = state.world2_keys;
71 if(! ("earth" in keys))
73 if(! ("wood" in keys))
75 if(! ("fire" in keys))
77 if(! ("water" in keys))
80 /// this function updates the key images (call this if tux has collected a key)
81 function update_keys()
83 local keys = state.world2_keys;
84 key_air.set_action(keys.water ? "display" : "outline");
85 key_earth.set_action(keys.earth ? "display" : "outline");
86 key_wood.set_action(keys.wood ? "display" : "outline");
87 key_fire.set_action(keys.fire ? "display" : "outline");
88 key_water.set_action(keys.air ? "display" : "outline");
95 key_air <- FloatingImage("images/objects/keys/key_air.sprite");
96 key_air.set_anchor_point(ANCHOR_TOP_LEFT);
97 key_air.set_pos(x, y);
98 key_air.set_visible(true);
101 key_earth <- FloatingImage("images/objects/keys/key_earth.sprite");
102 key_earth.set_anchor_point(ANCHOR_TOP_LEFT);
103 key_earth.set_pos(x, y);
104 key_earth.set_visible(true);
107 key_wood <- FloatingImage("images/objects/keys/key_wood.sprite");
108 key_wood.set_anchor_point(ANCHOR_TOP_LEFT);
109 key_wood.set_pos(x, y);
110 key_wood.set_visible(true);
113 key_fire <- FloatingImage("images/objects/keys/key_fire.sprite");
114 key_fire.set_anchor_point(ANCHOR_TOP_LEFT);
115 key_fire.set_pos(x, y);
116 key_fire.set_visible(true);
119 key_water <- FloatingImage("images/objects/keys/key_water.sprite");
120 key_water.set_anchor_point(ANCHOR_TOP_LEFT);
121 key_water.set_pos(x, y);
122 key_water.set_visible(true);