v0.2.2: falling items now appear on the next depth (potions shatter)
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@@ -24,6 +24,7 @@ import java.util.HashMap;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.items.food.Blandfruit;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfWeaponUpgrade;
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@@ -147,6 +148,9 @@ public abstract class Level implements Bundlable {
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public SparseArray<Plant> plants;
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protected ArrayList<Item> itemsToSpawn = new ArrayList<Item>();
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public ArrayList<Item> fallingItems = new ArrayList<Item>();
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public ArrayList<Potion> fallingPotions = new ArrayList<Potion>();
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public int color1 = 0x004400;
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public int color2 = 0x88CC44;
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@@ -164,6 +168,7 @@ public abstract class Level implements Bundlable {
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private static final String PLANTS = "plants";
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private static final String MOBS = "mobs";
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private static final String BLOBS = "blobs";
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private static final String FALLING = "falling";
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public void create() {
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@@ -307,6 +312,8 @@ public abstract class Level implements Bundlable {
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Blob blob = (Blob)b;
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blobs.put( blob.getClass(), blob );
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}
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fallingItems = (ArrayList)bundle.getCollection( FALLING );
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buildFlagMaps();
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cleanWalls();
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@@ -324,6 +331,7 @@ public abstract class Level implements Bundlable {
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bundle.put( PLANTS, plants.values() );
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bundle.put( MOBS, mobs );
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bundle.put( BLOBS, blobs.values() );
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bundle.put( FALLING, fallingItems);
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}
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public int tunnelTile() {
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@@ -573,6 +581,7 @@ public abstract class Level implements Bundlable {
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heap.pos = cell;
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if (map[cell] == Terrain.CHASM || (Dungeon.level != null && pit[cell])) {
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GameScene.discard( heap );
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fallingItems.add(item);
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} else {
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heaps.put( cell, heap );
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GameScene.add( heap );
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