v0.3.1: added in logic for the proper display of inactive traps
This commit is contained in:
committed by
Evan Debenham
parent
5fd3d94ca2
commit
9b13c3f01e
@@ -34,6 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.noosa.Scene;
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import com.watabou.utils.Bundle;
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@@ -271,6 +272,14 @@ public class PrisonBossLevel extends RegularLevel {
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roomExit.width() - 3,
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roomExit.height() - 3,
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Terrain.INACTIVE_TRAP );
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for (int cell : roomExit.getCells()){
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if (map[cell] == Terrain.INACTIVE_TRAP){
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Trap t = new PoisonTrap().reveal();
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t.active = false;
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setTrap(t, cell);
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}
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}
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}
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@Override
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