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/*
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	Basically your leveldata(yourData) is an array with all the info of the tiles(or player, etc.) that
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	Basically your leveldata(yourData) is an array with all the info of the tiles(or player, etc.)
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	are in the level for example: a block data could hold x and y coordinate, like [3, 7], this is stored
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	that are in the level for example: a block data could hold x and y coordinate, like [3, 7],
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	in one big array, or a 2D array, which represents the level.
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	this is stored in one big array, or a 2D array, which represents the level.
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*/
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// In MyEditorManager
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override public function blEditLvl(data:ByteArray):void {
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	data.position = 0; // to prevent end of file errors
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	if(data.length == 0) yourData = emptyLevel(); // if it can't find a level to edit, it will create an empty level
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	if(data.length == 0) yourData = emptyLevel();
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	// if it can't find a level to edit, it will create an empty level
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	sendEditResult(true, ""); // to send to bl that it is ready to edit the level
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	sendEditResult(true, ""); // to send to bl that the editor is ready to edit the level
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}
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override public function blGetLvlData():void {
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	var byte:ByteArray = new ByteArray();
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	byte.writeObject(yourData); // storing your leveldata into a byteArray
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	sendLvlData(true, byte); // sends the bytearrayy to bl
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}	
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// In MyGameManager
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override public function blPlayLvl(data:ByteArray, official:Number):void {
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	yourData = data.readObject(); // reads your to be played leveldata
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}
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/*
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	After you've done this, you still have to make your level with the 'data', for example you could use
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	[3, 7] to place a block at coordinate (3, 7)
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	This is the same for the editor, you'll have to place the blocks in the editor, but it's basically
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	just reading yourData. I hope this was clear enough, if you've any questions, please ask them.
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*/