Lode Runner v2.30e, AI_VERSION=4
The major change is adding a backup and restore feature for "custom levels".
Cette révision appartient à :
@@ -66,7 +66,7 @@ function init()
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var screenSize = getScreenSize();
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screenX1 = screenSize.x;
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screenY1 = screenSize.y;
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canvasReSize();
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createStage();
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setBackground();
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@@ -126,6 +126,7 @@ function canvasReSize()
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canvas.style.left = (left>0?left:0) + "px";
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canvas.style.top = (top>0?top:0) + "px";
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canvas.style.position = "absolute";
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canvas.style.cursor = "default";
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tileW = BASE_TILE_X; //tileW and tileH for detection so don't change scale
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tileH = BASE_TILE_Y;
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@@ -505,7 +506,7 @@ function moveSprite2Top()
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}
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if(runner == null) {
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error(arguments.callee.name, "Without runner ???");
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error("Without runner ???");
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} else {
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//move runner to top (z index)
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moveChild2Top(mainStage, runner.sprite);
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@@ -1313,8 +1314,8 @@ function gameFinishCallback(selectMode)
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gameState = GAME_NEW_LEVEL;
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break;
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case 1: //menu selection
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//incLevel(1);
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activeSelectMenu(gameFinishActiveNew, gameFinishCloseIcon, null)
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//incLevel(1);
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activeSelectMenu(gameFinishActiveNew, gameFinishCloseIcon);
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break;
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case 2: //new level
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incLevel(1,0);
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@@ -1379,13 +1380,13 @@ function mainTick(event)
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}
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break;
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case PLAY_DEMO:
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error(arguments.callee.name, "DEMO dead level=" + curLevel);
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error("DEMO dead level=" + curLevel);
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setTimeout(function() {incLevel(1,0); gameState = GAME_NEW_LEVEL; }, 500);
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gameState = GAME_WAITING;
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break;
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case PLAY_DEMO_ONCE:
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error(arguments.callee.name, "DEMO dead level=" + curLevel);
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error("DEMO dead level=" + curLevel);
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disableStageClickEvent();
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document.onkeydown = handleKeyDown;
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@@ -1442,7 +1443,7 @@ function mainTick(event)
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case PLAY_MODERN:
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soundPlay(soundEnding);
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var lastHiScore = lastHiScore = updateModernScoreInfo();
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levelPassDialog(curLevel, curGetGold, curGuardDeadNo, curTime, lastHiScore,
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levelPassDialog(curLevel, curGetGold, curGuardDeadNo, curTime, lastHiScore,
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returnBitmap, select1Bitmap, nextBitmap,
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mainStage, tileScale, gameFinishCallback);
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gameState = GAME_WAITING;
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@@ -1453,7 +1454,7 @@ function mainTick(event)
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gameState = GAME_WAITING;
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break;
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default:
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error(arguments.callee.name, "design error, playMode =" + playMode);
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error("design error, playMode =" + playMode);
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break;
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}
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