Comments (1)
You can add all the levels to an object in the levels function, something like this
class levels:
level = []
current_level = 0
setLevel(_current_level)
if current_level == 1:
return (
Platform((7, 5)),
Grapple((11, 8)),
Platform((13, 7)),
Platform((17, 10)),
Platform((-15, 17)),
Platform((-12, 22)),
SuperGrapple((-7, 16)),
Platform((-5, 12)),
Platform((5, 21)),
Grapple((5, 23)),
Platform((0, 18)),
Platform((12, 25)),
Platform((9, 28)),
Platform((17, 34)),
Platform((-17, 36)),
Grapple((8, 42)),
Platform((12, 39)),
Platform((5, 41)),
EleKill((-17, 39), (1)),
Platform((-3, 38)),
Platform((-1, 43)),
Platform((-2, 48)),
SuperGrapple((0, 45)),
Platform((16, 44)),
Platform((-15, 41)),
Platform((-7, 51)),
Platform((11, 50)),
Platform((15, 52)),
Grapple((13, 51)),
Platform((-17, 57)),
Platform((-11, 55)),
Platform((9, 60)),
Platform((4, 62)),
Grapple((5, 63)),
EleKill((17, 58), (2)),
Platform((0, 68)),
Platform((-15, 73)),
Grapple((-7, 74)),
Platform((3, 76))
)
elif current_level == 2:
return (Platform((6, 7)),
EleKill((0, 0), 2))
....
def setLevel(level):
current_level = level
for c in level:
destroy(c)
level = setLevel(current_level)
And then you call the levels once, and just call setLevel when you want to go to the next level.
Though, instead of the if statement, I'd probably use a config file
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