rework + cool bomber
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@@ -34,6 +34,17 @@ end
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function scene:enter()
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scene.super.enter(self)
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-- Update locked state from missionsCompleted
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local completed = Noble.GameData.get("missionsCompleted")
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for i = 1, #Maps do
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Maps[i].locked = (completed < Maps[i].unlockMissions)
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end
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scene.menuIndex = 1
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scene.currentX = 0
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scene.targetX = 0
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scene.cards = {}
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for i = 1, #Maps do
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scene.cards[i] = MapCard(0, 0, Maps[i])
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@@ -61,15 +72,18 @@ function scene:update()
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end
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-- Bottom background
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if Maps[scene.menuIndex].locked == false then
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local map = Maps[scene.menuIndex]
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if map.locked == false then
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Select", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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Noble.Text.draw(map.unlockMissions .. " missions to unlock", 200, 195, Noble.Text.ALIGN_CENTER, false, fontMed)
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end
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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Noble.Text.draw(string.upper(Maps[scene.menuIndex].name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
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Noble.Text.draw(string.upper(map.name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
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end
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@@ -96,6 +110,7 @@ scene.inputHandler = {
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if Maps[scene.menuIndex].locked then
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return
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end
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CurrentMission.mapId = Maps[scene.menuIndex].id
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scene.menuConfirmSound:play(1)
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Noble.transition(DroneCardSelector)
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end,
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