paused_ = false;
screenLitKeeper_.keepScreenLit(true);
+ QSettings settings;
+
//set background
QPixmap waves (":/pix/meri.png");
-//Setup the level list
+//Setup level sets
QList<Level> levelList;
Level level1(5,10);
levelList.append(level5);
Levelset set ("Original",levelList);
- levelset_ = set;
availableLevelsets_.append(set);
- currentLevel_ = 0;
- totalScore_ = 0;
-
- //Create another set of levels and place it in the available levelsets list
+ //Create another set of levels and place it in the available levelsets list
levelList.clear();
Level set2level1(8,15,4,50);
levelList.append(set2level1);
availableLevelsets_.append(set2);
+ //Setup starting levelset
- connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
+ QString levelname = settings.value("levelset","Original").toString();
+ bool found = false;
+ foreach (Levelset levelset, availableLevelsets_)
+ {
+ if (levelset.getName() == levelname)
+ {
+ levelset_ = levelset;
+ found = true;
+ break;
+ }
+ }
+ if (!found) //The last used level is not available
+ {
+ levelset_ = availableLevelsets_.value(0);
+ }
+
+ currentLevel_ = 0;
+
+ totalScore_ = 0;
+
+
+
+ connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
pVibrateAction_ = new QAction(tr("Vibration effects"),this);
pVibrateAction_->setCheckable(true);
connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool)));
- QSettings settings;
+
pVibrateAction_->setChecked(settings.value("vibration",false).toBool());
if (variant.canConvert<Levelset>())
{
levelset_ = variant.value<Levelset>();
+
+ QSettings settings;
+ settings.setValue("levelset",levelset_.getName());
+
restartGame();
pPauseAction_->setChecked(false); //unpause game
}