v3.1.0: added region visuals to DK and DM boss arenas

This commit is contained in:
Evan Debenham
2025-06-01 12:26:40 -04:00
parent 534461958a
commit 3887dcbd06
2 changed files with 17 additions and 3 deletions

View File

@@ -142,6 +142,8 @@ public class CavesBossLevel extends Level {
//setup exit area above main boss arena //setup exit area above main boss arena
Painter.fill(this, 0, 3, width(), 4, Terrain.CHASM); Painter.fill(this, 0, 3, width(), 4, Terrain.CHASM);
Painter.fill(this, 6, 7, 21, 1, Terrain.CHASM); Painter.fill(this, 6, 7, 21, 1, Terrain.CHASM);
Painter.fill(this, 9, 3, 1, 6, Terrain.REGION_DECO_ALT);
Painter.fill(this, 23, 3, 1, 6, Terrain.REGION_DECO_ALT);
Painter.fill(this, 10, 8, 13, 1, Terrain.CHASM); Painter.fill(this, 10, 8, 13, 1, Terrain.CHASM);
Painter.fill(this, 12, 9, 9, 1, Terrain.CHASM); Painter.fill(this, 12, 9, 9, 1, Terrain.CHASM);
Painter.fill(this, 13, 10, 7, 1, Terrain.CHASM); Painter.fill(this, 13, 10, 7, 1, Terrain.CHASM);
@@ -680,9 +682,18 @@ public class CavesBossLevel extends Level {
//otherwise check if we are on row 2 or 3, in which case we need to override walls //otherwise check if we are on row 2 or 3, in which case we need to override walls
} else { } else {
if (i / tileW == 2) data[i] = 13; if (i / tileW == 2) {
else if (i / tileW == 3) data[i] = 21; data[i] = 13;
else data[i] = -1; } else if (i / tileW == 3) {
//except on two columns specifically, where we have metal structures
if (i % tileW == 9 || i % tileW == 23){
data[i] = -1;
} else {
data[i] = 21;
}
} else {
data[i] = -1;
}
} }
} }
v.map( data, tileW ); v.map( data, tileW );

View File

@@ -142,6 +142,9 @@ public class CityBossLevel extends Level {
Painter.fill(this, entry.left+3, entry.top+3, 1, 5, Terrain.BOOKSHELF); Painter.fill(this, entry.left+3, entry.top+3, 1, 5, Terrain.BOOKSHELF);
Painter.fill(this, entry.right-4, entry.top+3, 1, 5, Terrain.BOOKSHELF); Painter.fill(this, entry.right-4, entry.top+3, 1, 5, Terrain.BOOKSHELF);
Painter.set(this, entry.left+5, entry.top+1, Terrain.REGION_DECO);
Painter.set(this, entry.left+7, entry.top+1, Terrain.REGION_DECO);
Point c = entry.center(); Point c = entry.center();
Painter.fill(this, c.x-1, c.y-2, 3, 1, Terrain.STATUE); Painter.fill(this, c.x-1, c.y-2, 3, 1, Terrain.STATUE);