fixed level jump
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@@ -8,17 +8,10 @@ function Level:init(stage)
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self.segments = self:createLevel()
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self.polygon = self:createPolygon()
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self.mesh = poly2mesh(self.points)
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end
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function Level:update(dt)
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-- print_r(self.points)
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-- print(tostring(#self.points))
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-- if self.mesh == nil and #self.points > 2 then
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-- self.mesh = poly2mesh(self.points)
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-- end
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self.mesh = poly2mesh(self.points)
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-- print_r(self.mesh:getVertices())
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end
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function Level:render()
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@@ -71,15 +71,6 @@ function PlayState:updateBalls(dt, level)
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end
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end
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if #self.balls <= 0 then
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-- game over - reset level
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self:gameOver()
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end
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-- check perimeter of level, if low enough, create new level move on to the next stage
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if level:getPerimeter() < 500 then
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self:nextStage()
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end
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end
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function PlayState:checkEndLevel (level)
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