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Function load

packages/melonjs/src/level/level.js:178–209  ·  view source on GitHub ↗

* load a level into the game manager * (will also create all level defined entities, etc..) * @name load * @memberof level * @public * @param {string} levelId - level id * @param {object} [options] - additional optional parameters * @param {Container} [options.container=game.world]

(levelId, options)

Source from the content-addressed store, hash-verified

176 * app.world.addChild(levelContainer);
177 */
178 load(levelId, options) {
179 options = Object.assign(
180 {
181 container: game.world,
182 onLoaded: game.onLevelLoaded,
183 flatten: game.mergeGroup,
184 setViewportBounds: true,
185 },
186 options || {},
187 );
188
189 // throw an exception if not existing
190 if (typeof levels[levelId] === "undefined") {
191 throw new Error("level " + levelId + " not found");
192 }
193
194 // check the status of the state mngr
195 const wasRunning = state.isRunning();
196
197 if (wasRunning) {
198 // stop the game loop to avoid
199 // some silly side effects
200 state.stop();
201
202 setTimeout(() => {
203 safeLoadLevel(levelId, options, true);
204 });
205 } else {
206 safeLoadLevel(levelId, options);
207 }
208 return true;
209 },
210
211 /**
212 * return the current level id<br>

Callers

nothing calls this directly

Calls 3

safeLoadLevelFunction · 0.85
isRunningMethod · 0.80
stopMethod · 0.45

Tested by

no test coverage detected