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//In your Main class : | |
public function Main() { | |
levelManager = new LevelManager(ALevel); | |
levelManager.applicationDomain = ApplicationDomain.currentDomain; // to be able to load your SWF level on iOS | |
levelManager.onLevelChanged.add(_onLevelChanged); | |
levelManager.levels = [[Level1, "levels/A1/LevelA1.swf"], [Level2, "levels/A2/LevelA2.swf"]]; | |
levelManager.gotoLevel(); //load the first level, you can change the index. You can also call it later. | |
} | |
private function _onLevelChanged(lvl:ALevel):void { | |
state = lvl; | |
lvl.lvlEnded.add(_nextLevel); | |
lvl.restartLevel.add(_restartLevel); | |
} | |
private function _nextLevel():void { | |
levelManager.nextLevel(); | |
} | |
private function _restartLevel():void { | |
state = levelManager.currentLevel as IState; | |
} | |
// Note that you must create an abstract class : Level1 and Level2 extends ALevel | |
// which extends the State or StarlingState class. From our example : | |
public class ALevel extends State { | |
public var lvlEnded:Signal; | |
public var restartLevel:Signal; | |
protected var _level:MovieClip; | |
public function ALevel(level:MovieClip = null) { | |
super(); | |
_level = level; | |
lvlEnded = new Signal(); | |
restartLevel = new Signal(); | |
// Useful for not forgetting to import object from the Level Editor | |
var objectsUsed:Array = [Hero, Platform, Enemy, Sensor, CitrusSprite]; | |
} | |
override public function initialize():void { | |
super.initialize(); | |
var box2d:Box2D = new Box2D("Box2D"); | |
add(box2d); | |
// create objects from our level made with Flash Pro | |
ObjectMaker2D.FromMovieClip(_level); | |
} | |
} |
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