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LOUKOUKOU avatar LOUKOUKOU commented on July 17, 2024 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

from ursina.

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