v2.2.0: gold in the mining level now twinkles above wall overhang

This commit is contained in:
Evan Debenham
2023-07-31 15:58:56 -04:00
parent d4d1a5007c
commit 0b754e9626
3 changed files with 25 additions and 1 deletions

View File

@@ -163,6 +163,7 @@ public abstract class Level implements Bundlable {
protected ArrayList<Item> itemsToSpawn = new ArrayList<>();
protected Group visuals;
protected Group wallVisuals;
public int color1 = 0x004400;
public int color2 = 0x88CC44;
@@ -608,6 +609,18 @@ public abstract class Level implements Bundlable {
}
return visuals;
}
//for visual effects that should render above wall overhang tiles
public Group addWallVisuals(){
if (wallVisuals == null || wallVisuals.parent == null){
wallVisuals = new Group();
} else {
wallVisuals.clear();
wallVisuals.camera = null;
}
return wallVisuals;
}
public int mobLimit() {
return 0;

View File

@@ -123,10 +123,17 @@ public class MiningLevel extends CavesLevel {
@Override
public Group addVisuals() {
super.addVisuals();
CavesLevel.addCavesVisuals(this, visuals);
visuals.clear(); //we re-add these in wall visuals
return visuals;
}
@Override
public Group addWallVisuals() {
super.addWallVisuals();
CavesLevel.addCavesVisuals(this, wallVisuals);
return wallVisuals;
}
public static class BorderTopDarken extends CustomTilemap {
{

View File

@@ -167,6 +167,7 @@ public class GameScene extends PixelScene {
private Group terrain;
private Group customTiles;
private Group levelVisuals;
private Group levelWallVisuals;
private Group customWalls;
private Group ripples;
private Group plants;
@@ -312,6 +313,9 @@ public class GameScene extends PixelScene {
addCustomWall(visual);
}
levelWallVisuals = Dungeon.level.addWallVisuals();
add( levelWallVisuals );
wallBlocking = new WallBlockingTilemap();
add (wallBlocking);