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  adding a third level to a mobile game ?  (Read 1239 times)
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Offline ethicalhacker

JGO Visitor




« Posted 2008-07-10 12:01:17 »

The tutorial at http://wiki.netbeans.org/CreatingJavaMEGamesWithGameBuilder helped me make a simple game with 2 levels, The first level being the forest level and the second one being the Desert level. I managed to make both these level work. As soon as the sprite Karel moves to the bottom right edge of level 1, level 2 is displayed, which also works fine. But now Ive made a third scene which I want to start as soon as the sprite Karel reaches the bottom right of the level 2 (i.e desert scene)
I know that this portion of the code makes the level 2 load as soon as Karel reaches the bottom right.
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public void run() {
      Graphics g = getGraphics();
     
      while (!this.interrupted) {
                 
         //switch to 'Desert' scene once the main sprite moves
        //to the bottom right corner of scene 'Forest'
        if (this.spriteKarel.getX() >= 340 && this.spriteKarel.getY() >= 340) {
           
            try {
               this.ground = this.gameDesign.getSand();
               this.colliders = new TiledLayer[] {};

               //remove all current layers
              while (this.lm.getSize() > 0) {
                  Layer l = this.lm.getLayerAt(0);
                  this.lm.remove(l);
               }
               //load the 'Desert' scene
              this.gameDesign.updateLayerManagerForDesert(this.lm);
            } catch (IOException e) {
               e.printStackTrace();
            }
           
            //reset the viewport
           this.viewPortX = 0;
            this.viewPortY = 0;
            this.lm.setViewWindow(this.viewPortX, this.viewPortY, this.getWidth(), this.getHeight());
           
            this.lastDirection = -1;
         }

But how can I do the same for level 3 to load? I tried adding the following code in the run function but it ran level 3 instead of level 2
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if (this.spriteKarel.getX() >= 300 && this.spriteKarel.getY() >= 300) {

            try {
               this.ground = this.gameDesign.getSide();
               this.colliders = new TiledLayer[] {};

               //remove all current layers
              while (this.lm.getSize() > 0) {
                  Layer l = this.lm.getLayerAt(0);
                  this.lm.remove(l);
               }
               //load the 'Wall' scene
              this.gameDesign.updateLayerManagerForWall(this.lm);
            } catch (IOException e) {
               e.printStackTrace();
            }

            //reset the viewport
           this.viewPortX = 0;
            this.viewPortY = 0;
            this.lm.setViewWindow(this.viewPortX, this.viewPortY, this.getWidth(), this.getHeight());

            this.lastDirection = -1;
         }

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