v2.2.0: further improved clarity of gold in stitched wall tiles
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@@ -42,6 +42,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.StormTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SummoningTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WarpingTrap;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTileSheet;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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@@ -158,11 +159,15 @@ public class CavesLevel extends RegularLevel {
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addCavesVisuals( this, visuals );
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return visuals;
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}
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public static void addCavesVisuals( Level level, Group group ) {
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addCavesVisuals(level, group, false);
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}
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public static void addCavesVisuals( Level level, Group group, boolean overHang ) {
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for (int i=0; i < level.length(); i++) {
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if (level.map[i] == Terrain.WALL_DECO) {
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group.add( new Vein( i ) );
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group.add( new Vein( i, overHang ) );
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}
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}
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}
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@@ -170,13 +175,20 @@ public class CavesLevel extends RegularLevel {
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private static class Vein extends Group {
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private int pos;
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private boolean includeOverhang;
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private float delay;
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public Vein( int pos ) {
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this(pos, false);
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}
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public Vein( int pos, boolean includeOverhang ) {
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super();
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this.pos = pos;
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this.includeOverhang = includeOverhang;
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delay = Random.Float( 2 );
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}
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@@ -197,11 +209,20 @@ public class CavesLevel extends RegularLevel {
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}
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delay = Random.Float();
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PointF p = DungeonTilemap.tileToWorld( pos );
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((Sparkle)recycle( Sparkle.class )).reset(
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p.x + Random.Float( DungeonTilemap.SIZE ),
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p.y + Random.Float( DungeonTilemap.SIZE ) );
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if (includeOverhang && !DungeonTileSheet.wallStitcheable(Dungeon.level.map[pos-Dungeon.level.width()])){
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//also sparkles in the bottom 1/2 of the upper tile. Increases particle frequency by 50% accordingly.
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delay *= 0.67f;
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p.y -= DungeonTilemap.SIZE/2f;
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((Sparkle)recycle( Sparkle.class )).reset(
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p.x + Random.Float( DungeonTilemap.SIZE ),
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p.y + Random.Float( DungeonTilemap.SIZE*1.5f ) );
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} else {
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((Sparkle)recycle( Sparkle.class )).reset(
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p.x + Random.Float( DungeonTilemap.SIZE ),
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p.y + Random.Float( DungeonTilemap.SIZE ) );
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}
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}
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}
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}
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@@ -130,7 +130,7 @@ public class MiningLevel extends CavesLevel {
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@Override
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public Group addWallVisuals() {
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super.addWallVisuals();
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CavesLevel.addCavesVisuals(this, wallVisuals);
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CavesLevel.addCavesVisuals(this, wallVisuals, true);
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return wallVisuals;
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}
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@@ -303,8 +303,7 @@ public class DungeonTileSheet {
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if (tile == Terrain.BOOKSHELF || below == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
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//TODO currently this line on triggers on mining floors, do we want to make it universal?
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else if (Dungeon.branch == 1 &&
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(tile == Terrain.WALL_DECO || below == Terrain.WALL_DECO)) result = WALL_INTERNAL_DECO;
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else if (Dungeon.branch == 1 && tile == Terrain.WALL_DECO) result = WALL_INTERNAL_DECO;
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else result = WALL_INTERNAL;
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if (!wallStitcheable(right)) result += 1;
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