v2.2.0: crystal wisp light rays are now colored
This commit is contained in:
+3
-1
@@ -72,7 +72,9 @@ public abstract class CrystalWispSprite extends MobSprite {
|
||||
public void onComplete() {
|
||||
light.alpha(0.3f);
|
||||
((CrystalWisp)ch).onZapComplete();
|
||||
parent.add( new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell)));
|
||||
Beam ray = new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell));
|
||||
ray.hardlight(blood());
|
||||
parent.add( ray );
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
Reference in New Issue
Block a user