v0.9.0: fixed ethereal chains spending hero time before pulling

This commit is contained in:
Evan Debenham
2020-09-30 23:05:19 -04:00
parent 3746cd2fdb
commit 521509d246
@@ -173,15 +173,16 @@ public class EtherealChains extends Artifact {
public void call() { public void call() {
Actor.add(new Pushing(enemy, enemy.pos, pulledPos, new Callback() { Actor.add(new Pushing(enemy, enemy.pos, pulledPos, new Callback() {
public void call() { public void call() {
Dungeon.level.occupyCell(enemy);
}
}));
enemy.pos = pulledPos; enemy.pos = pulledPos;
Dungeon.level.occupyCell(enemy);
Dungeon.observe(); Dungeon.observe();
GameScene.updateFog(); GameScene.updateFog();
hero.spendAndNext(1f); hero.spendAndNext(1f);
} }
})); }));
hero.next();
}
}));
} }
//pulls the hero along the chain to the collosionPos, if possible. //pulls the hero along the chain to the collosionPos, if possible.
@@ -222,15 +223,16 @@ public class EtherealChains extends Artifact {
public void call() { public void call() {
Actor.add(new Pushing(hero, hero.pos, newHeroPos, new Callback() { Actor.add(new Pushing(hero, hero.pos, newHeroPos, new Callback() {
public void call() { public void call() {
Dungeon.level.occupyCell(hero);
}
}));
hero.spendAndNext(1f);
hero.pos = newHeroPos; hero.pos = newHeroPos;
Dungeon.level.occupyCell(hero);
hero.spendAndNext(1f);
Dungeon.observe(); Dungeon.observe();
GameScene.updateFog(); GameScene.updateFog();
} }
})); }));
hero.next();
}
}));
} }
@Override @Override