v2.5.1: Fixed compass weirdness in prison boss level

This commit is contained in:
Evan Debenham
2024-09-12 16:01:27 -04:00
parent 84181ac652
commit 3e31ca13f8
@@ -209,6 +209,12 @@ public class PrisonBossLevel extends Level {
for (Point p : startTorches){
Painter.set(this, p, Terrain.WALL_DECO);
}
//we set up the exit for consistently with other levels, even though it's in the walls
LevelTransition exit = new LevelTransition(this, pointToCell(levelExit), LevelTransition.Type.REGULAR_EXIT);
exit.right+=2;
exit.bottom+=3;
transitions.add(exit);
}
//area where items/chars are preserved when moving to the arena
@@ -307,10 +313,13 @@ public class PrisonBossLevel extends Level {
cell += width();
}
LevelTransition exit = new LevelTransition(this, pointToCell(levelExit), LevelTransition.Type.REGULAR_EXIT);
exit.right+=2;
exit.bottom+=3;
transitions.add(exit);
//pre-2.5.1 saves, if exit wasn't already added
if (exit() == entrance()) {
LevelTransition exit = new LevelTransition(this, pointToCell(levelExit), LevelTransition.Type.REGULAR_EXIT);
exit.right += 2;
exit.bottom += 3;
transitions.add(exit);
}
}
//keep track of removed items as the level is changed. Dump them back into the level at the end.