v0.3.1d: added support for visuals layered over tiles

This commit is contained in:
Evan Debenham
2015-09-14 00:07:49 -04:00
parent 5cff3a6191
commit 44f8e32beb
3 changed files with 134 additions and 2 deletions
@@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.bags.WandHolster;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CustomTileVisual;
import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite;
import com.shatteredpixel.shatteredpixeldungeon.ui.LootIndicator;
import com.shatteredpixel.shatteredpixeldungeon.ui.ResumeIndicator;
@@ -116,6 +117,7 @@ public class GameScene extends PixelScene {
private static CellSelector cellSelector;
private Group terrain;
private Group customTiles;
private Group ripples;
private Group plants;
private Group traps;
@@ -147,10 +149,10 @@ public class GameScene extends PixelScene {
Camera.main.zoom( GameMath.gate(minZoom, defaultZoom + ShatteredPixelDungeon.zoom(), maxZoom));
scene = this;
terrain = new Group();
add( terrain );
water = new SkinnedBlock(
Level.WIDTH * DungeonTilemap.SIZE,
Level.HEIGHT * DungeonTilemap.SIZE,
@@ -162,9 +164,16 @@ public class GameScene extends PixelScene {
tiles = new DungeonTilemap();
terrain.add( tiles );
customTiles = new Group();
terrain.add(customTiles);
Dungeon.level.addVisuals(this);
for( CustomTileVisual visual : Dungeon.level.customTiles){
addCustomTile(visual.create());
}
traps = new Group();
add(traps);
@@ -471,6 +480,10 @@ public class GameScene extends PixelScene {
fog.am = 1f + shift;
fog.aa = 0f - shift;
}
public void addCustomTile( CustomTileVisual visual){
customTiles.add( visual.create() );
}
private void addHeapSprite( Heap heap ) {
ItemSprite sprite = heap.sprite = (ItemSprite)heaps.recycle( ItemSprite.class );