v0.3.4: externalized all remaining level strings

This commit is contained in:
Evan Debenham
2015-12-30 16:22:00 -05:00
committed by Evan Debenham
parent df293c01e8
commit 36cfd31fde
14 changed files with 392 additions and 292 deletions
@@ -68,6 +68,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.HighGrass;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.*;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
@@ -121,8 +122,6 @@ public abstract class Level implements Bundlable {
protected static final float TIME_TO_RESPAWN = 50;
private static final String TXT_HIDDEN_PLATE_CLICKS = "A hidden pressure plate clicks!";
public static boolean resizingNeeded;
public static int loadedMapSize;
@@ -856,7 +855,7 @@ public abstract class Level implements Bundlable {
switch (map[cell]) {
case Terrain.SECRET_TRAP:
GLog.i( TXT_HIDDEN_PLATE_CLICKS );
GLog.i( Messages.get(Level.class, "hidden_plate") );
case Terrain.TRAP:
trap = traps.get( cell );
break;
@@ -1059,104 +1058,104 @@ public abstract class Level implements Bundlable {
}
switch (tile) {
case Terrain.CHASM:
return "Chasm";
case Terrain.EMPTY:
case Terrain.EMPTY_SP:
case Terrain.EMPTY_DECO:
case Terrain.SECRET_TRAP:
return "Floor";
case Terrain.GRASS:
return "Grass";
case Terrain.WATER:
return "Water";
case Terrain.WALL:
case Terrain.WALL_DECO:
case Terrain.SECRET_DOOR:
return "Wall";
case Terrain.DOOR:
return "Closed door";
case Terrain.OPEN_DOOR:
return "Open door";
case Terrain.ENTRANCE:
return "Depth entrance";
case Terrain.EXIT:
return "Depth exit";
case Terrain.EMBERS:
return "Embers";
case Terrain.LOCKED_DOOR:
return "Locked door";
case Terrain.PEDESTAL:
return "Pedestal";
case Terrain.BARRICADE:
return "Barricade";
case Terrain.HIGH_GRASS:
return "High grass";
case Terrain.LOCKED_EXIT:
return "Locked depth exit";
case Terrain.UNLOCKED_EXIT:
return "Unlocked depth exit";
case Terrain.SIGN:
return "Sign";
case Terrain.WELL:
return "Well";
case Terrain.EMPTY_WELL:
return "Empty well";
case Terrain.STATUE:
case Terrain.STATUE_SP:
return "Statue";
case Terrain.INACTIVE_TRAP:
return "Triggered trap";
case Terrain.BOOKSHELF:
return "Bookshelf";
case Terrain.ALCHEMY:
return "Alchemy pot";
default:
return "???";
case Terrain.CHASM:
return Messages.get(Level.class, "chasm_name");
case Terrain.EMPTY:
case Terrain.EMPTY_SP:
case Terrain.EMPTY_DECO:
case Terrain.SECRET_TRAP:
return Messages.get(Level.class, "floor_name");
case Terrain.GRASS:
return Messages.get(Level.class, "grass_name");
case Terrain.WATER:
return Messages.get(Level.class, "water_name");
case Terrain.WALL:
case Terrain.WALL_DECO:
case Terrain.SECRET_DOOR:
return Messages.get(Level.class, "wall_name");
case Terrain.DOOR:
return Messages.get(Level.class, "closed_door_name");
case Terrain.OPEN_DOOR:
return Messages.get(Level.class, "open_door_name");
case Terrain.ENTRANCE:
return Messages.get(Level.class, "entrace_name");
case Terrain.EXIT:
return Messages.get(Level.class, "exit_name");
case Terrain.EMBERS:
return Messages.get(Level.class, "embers_name");
case Terrain.LOCKED_DOOR:
return Messages.get(Level.class, "locked_door_name");
case Terrain.PEDESTAL:
return Messages.get(Level.class, "pedestal_name");
case Terrain.BARRICADE:
return Messages.get(Level.class, "barricade_name");
case Terrain.HIGH_GRASS:
return Messages.get(Level.class, "high_grass_name");
case Terrain.LOCKED_EXIT:
return Messages.get(Level.class, "locked_exit_name");
case Terrain.UNLOCKED_EXIT:
return Messages.get(Level.class, "unlocked_exit_name");
case Terrain.SIGN:
return Messages.get(Level.class, "sign_name");
case Terrain.WELL:
return Messages.get(Level.class, "well_name");
case Terrain.EMPTY_WELL:
return Messages.get(Level.class, "empty_well_name");
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Messages.get(Level.class, "statue_name");
case Terrain.INACTIVE_TRAP:
return Messages.get(Level.class, "inactive_trap_name");
case Terrain.BOOKSHELF:
return Messages.get(Level.class, "bookshelf_name");
case Terrain.ALCHEMY:
return Messages.get(Level.class, "alchemy_name");
default:
return Messages.get(Level.class, "default_name");
}
}
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.CHASM:
return "You can't see the bottom.";
case Terrain.WATER:
return "In case of burning step into the water to extinguish the fire.";
case Terrain.ENTRANCE:
return "Stairs lead up to the upper depth.";
case Terrain.EXIT:
case Terrain.UNLOCKED_EXIT:
return "Stairs lead down to the lower depth.";
case Terrain.EMBERS:
return "Embers cover the floor.";
case Terrain.HIGH_GRASS:
return "Dense vegetation blocks the view.";
case Terrain.LOCKED_DOOR:
return "This door is locked, you need a matching key to unlock it.";
case Terrain.LOCKED_EXIT:
return "Heavy bars block the stairs leading down.";
case Terrain.BARRICADE:
return "The wooden barricade is firmly set but has dried over the years. Might it burn?";
case Terrain.SIGN:
return "You can't read the text from here.";
case Terrain.INACTIVE_TRAP:
return "The trap has been triggered before and it's not dangerous anymore.";
case Terrain.STATUE:
case Terrain.STATUE_SP:
return "Someone wanted to adorn this place, but failed, obviously.";
case Terrain.ALCHEMY:
return "Drop some seeds here to cook a potion.";
case Terrain.EMPTY_WELL:
return "The well has run dry.";
default:
if (tile >= Terrain.WATER_TILES) {
return tileDesc( Terrain.WATER );
}
if ((Terrain.flags[tile] & Terrain.PIT) != 0) {
return tileDesc( Terrain.CHASM );
}
return "";
case Terrain.CHASM:
return Messages.get(Level.class, "chasm_desc");
case Terrain.WATER:
return Messages.get(Level.class, "water_desc");
case Terrain.ENTRANCE:
return Messages.get(Level.class, "entrance_desc");
case Terrain.EXIT:
case Terrain.UNLOCKED_EXIT:
return Messages.get(Level.class, "exit_desc");
case Terrain.EMBERS:
return Messages.get(Level.class, "embers_desc");
case Terrain.HIGH_GRASS:
return Messages.get(Level.class, "high_grass_desc");
case Terrain.LOCKED_DOOR:
return Messages.get(Level.class, "locked_door_desc");
case Terrain.LOCKED_EXIT:
return Messages.get(Level.class, "locked_exit_desc");
case Terrain.BARRICADE:
return Messages.get(Level.class, "barricade_desc");
case Terrain.SIGN:
return Messages.get(Level.class, "sign_desc");
case Terrain.INACTIVE_TRAP:
return Messages.get(Level.class, "inactive_trap_desc");
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Messages.get(Level.class, "statue_desc");
case Terrain.ALCHEMY:
return Messages.get(Level.class, "alchemy_desc");
case Terrain.EMPTY_WELL:
return Messages.get(Level.class, "empty_well_desc");
default:
if (tile >= Terrain.WATER_TILES) {
return tileDesc( Terrain.WATER );
}
if ((Terrain.flags[tile] & Terrain.PIT) != 0) {
return tileDesc( Terrain.CHASM );
}
return Messages.get(Level.class, "default_desc");
}
}
}