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Aug 31st, 2012
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  1. /*
  2.     Basically your leveldata(yourData) is an array with all the info of the tiles(or player, etc.)
  3.     that are in the level for example: a block data could hold x and y coordinate, like [3, 7],
  4.     this is stored in one big array, or a 2D array, which represents the level.
  5. */
  6.  
  7. // In MyEditorManager
  8. override public function blEditLvl(data:ByteArray):void {
  9.     data.position = 0; // to prevent end of file errors
  10.     if(data.length == 0) yourData = emptyLevel();
  11.     // if it can't find a level to edit, it will create an empty level
  12.     else yourData = data.readObject(); // else it will read your to be edit level data
  13.     sendEditResult(true, ""); // to send to bl that the editor is ready to edit the level
  14. }
  15.  
  16. override public function blGetLvlData():void {
  17.     var byte:ByteArray = new ByteArray();
  18.     byte.writeObject(yourData); // storing your leveldata into a byteArray
  19.     sendLvlData(true, byte); // sends the bytearrayy to bl
  20. }  
  21.  
  22.  
  23. // In MyGameManager
  24. override public function blPlayLvl(data:ByteArray, official:Number):void {
  25.     yourData = data.readObject(); // reads your to be played leveldata
  26. }
  27.  
  28. /*
  29.     After you've done this, you still have to make your level with the 'data',
  30.     for example you could use [3, 7] to place a block at coordinate (3, 7)
  31.     This is the same for the editor, you'll have to place the blocks in the editor,
  32.     but it's basically just reading yourData. I hope this was clear enough.
  33.     If you've anyquestions,please ask them.
  34. */
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