Change order of VoltorbFlip messages
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@ -440,10 +440,10 @@ VoltorbFlip_MaxCoins,Your Coin Case can't fit~any more Coin(s)!
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VoltorbFlip_NewLevel_Lower1,Dropped to Game Lv.
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VoltorbFlip_NewLevel_Lower2,!
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VoltorbFlip_NewLevel_Same1,Ready to play Game Lv.
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VoltorbFlip_NewLevel_Same2,!
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VoltorbFlip_NewLevel_Higher1,Advanced to Game Lv.
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VoltorbFlip_NewLevel_Higher2,!
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VoltorbFlip_NewLevel_Ready1,Ready to play Game Lv.
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VoltorbFlip_NewLevel_Ready2,!
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VoltorbFlip_QuitGame_1,<player.name> received~
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VoltorbFlip_QuitGame_2,Coin(s)!
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@ -1055,9 +1055,15 @@ TryAgain:
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Next
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Next
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If Controls.Accept = True AndAlso TextBox.Showing = False Then
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If ReadyAmount = CInt(GridSize * GridSize) Then
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SoundManager.PlaySound("select")
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If Controls.Accept = True AndAlso ReadyAmount = CInt(GridSize * GridSize) AndAlso TextBox.Showing = False Then
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SoundManager.PlaySound("select")
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If Delay = 0 Then
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Delay = 5
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End If
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If Delay > 3 Then
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If CurrentLevel > PreviousLevel Then
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Higher1", "Advanced to Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Higher2", "!"))
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End If
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GameState = States.FlipWon
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End If
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End If
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@ -1065,7 +1071,6 @@ TryAgain:
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'Revealed a Voltorb
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If GameState = States.GameLost Then
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CurrentCoins = 0
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'Flip all Tiles to reveal contents
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@ -1079,15 +1084,21 @@ TryAgain:
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Next
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Next
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If ReadyAmount = CInt(GridSize * GridSize) Then
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If Controls.Accept = True AndAlso TextBox.Showing = False Then
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PreviousLevel = CurrentLevel
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If CurrentFlips < CurrentLevel Then
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CurrentLevel = Math.Max(1, CurrentFlips)
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Else
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CurrentLevel = 1
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If Controls.Accept = True AndAlso ReadyAmount = CInt(GridSize * GridSize) AndAlso TextBox.Showing = False Then
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PreviousLevel = CurrentLevel
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If CurrentFlips < CurrentLevel Then
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CurrentLevel = Math.Max(1, CurrentFlips)
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Else
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CurrentLevel = 1
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End If
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SoundManager.PlaySound("select")
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If Delay = 0 Then
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Delay = 5
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End If
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If Delay > 3 Then
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If CurrentLevel < PreviousLevel Then
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Lower1", "Dropped to Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Lower2", "!"))
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End If
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SoundManager.PlaySound("select")
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GameState = States.FlipLost
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End If
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End If
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@ -1111,7 +1122,7 @@ TryAgain:
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End If
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'Drop Level, reset Tiles
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If GameState = States.FlipLost Then
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If GameState = States.FlipLost AndAlso TextBox.Showing = False Then
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Dim ReadyAmount As Integer = 0
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For _row = 0 To GridSize - 1
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For _column = 0 To GridSize - 1
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@ -1205,17 +1216,8 @@ TryAgain:
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TotalFlips = 0
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ConsecutiveWins = 0
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End If
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If CurrentLevel < PreviousLevel Then
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Lower1", "Dropped to Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Lower2", "!"))
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End If
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If CurrentLevel = PreviousLevel Then
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Same1", "Ready to play Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Same2", "!"))
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End If
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If CurrentLevel > PreviousLevel Then
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Higher1", "Advanced to Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Higher2", "!"))
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End If
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TextBox.Show(Localization.GetString("VoltorbFlip_NewLevel_Ready1", "Ready to play Game Lv.") & " " & CurrentLevel & Localization.GetString("VoltorbFlip_NewLevel_Ready2", "!"))
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Else
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Delay = 15
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GameState = States.Game
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