v3.1.0: added region visuals to DK and DM boss arenas
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@@ -142,6 +142,8 @@ public class CavesBossLevel extends Level {
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//setup exit area above main boss arena
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Painter.fill(this, 0, 3, width(), 4, Terrain.CHASM);
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Painter.fill(this, 6, 7, 21, 1, Terrain.CHASM);
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Painter.fill(this, 9, 3, 1, 6, Terrain.REGION_DECO_ALT);
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Painter.fill(this, 23, 3, 1, 6, Terrain.REGION_DECO_ALT);
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Painter.fill(this, 10, 8, 13, 1, Terrain.CHASM);
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Painter.fill(this, 12, 9, 9, 1, Terrain.CHASM);
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Painter.fill(this, 13, 10, 7, 1, Terrain.CHASM);
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@@ -680,9 +682,18 @@ public class CavesBossLevel extends Level {
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//otherwise check if we are on row 2 or 3, in which case we need to override walls
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} else {
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if (i / tileW == 2) data[i] = 13;
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else if (i / tileW == 3) data[i] = 21;
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else data[i] = -1;
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if (i / tileW == 2) {
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data[i] = 13;
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} else if (i / tileW == 3) {
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//except on two columns specifically, where we have metal structures
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if (i % tileW == 9 || i % tileW == 23){
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data[i] = -1;
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} else {
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data[i] = 21;
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}
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} else {
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data[i] = -1;
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}
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}
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}
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v.map( data, tileW );
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@@ -142,6 +142,9 @@ public class CityBossLevel extends Level {
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Painter.fill(this, entry.left+3, entry.top+3, 1, 5, Terrain.BOOKSHELF);
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Painter.fill(this, entry.right-4, entry.top+3, 1, 5, Terrain.BOOKSHELF);
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Painter.set(this, entry.left+5, entry.top+1, Terrain.REGION_DECO);
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Painter.set(this, entry.left+7, entry.top+1, Terrain.REGION_DECO);
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Point c = entry.center();
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Painter.fill(this, c.x-1, c.y-2, 3, 1, Terrain.STATUE);
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