v0.3.1: added in logic for the proper display of inactive traps

This commit is contained in:
Evan Debenham
2015-08-14 03:29:45 -04:00
committed by Evan Debenham
parent 5fd3d94ca2
commit 9b13c3f01e
11 changed files with 60 additions and 19 deletions
@@ -34,6 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.noosa.Scene;
import com.watabou.utils.Bundle;
@@ -271,6 +272,14 @@ public class PrisonBossLevel extends RegularLevel {
roomExit.width() - 3,
roomExit.height() - 3,
Terrain.INACTIVE_TRAP );
for (int cell : roomExit.getCells()){
if (map[cell] == Terrain.INACTIVE_TRAP){
Trap t = new PoisonTrap().reveal();
t.active = false;
setTrap(t, cell);
}
}
}
@Override