V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
This commit is contained in:
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.particles.PixelParticle;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith;
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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.watabou.utils.PointF;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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public class CavesLevel extends RegularLevel {
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{
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color1 = 0x534f3e;
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color2 = 0xb9d661;
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viewDistance = 6;
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}
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@Override
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public String tilesTex() {
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return Assets.TILES_CAVES;
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}
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@Override
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public String waterTex() {
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return Assets.WATER_CAVES;
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}
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protected boolean[] water() {
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return Patch.generate( feeling == Feeling.WATER ? 0.60f : 0.45f, 6 );
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}
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protected boolean[] grass() {
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return Patch.generate( feeling == Feeling.GRASS ? 0.55f : 0.35f, 3 );
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}
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@Override
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protected void assignRoomType() {
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super.assignRoomType();
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Blacksmith.Quest.spawn( rooms );
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}
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@Override
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protected void decorate() {
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for (Room room : rooms) {
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if (room.type != Room.Type.STANDARD) {
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continue;
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}
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if (room.width() <= 3 || room.height() <= 3) {
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continue;
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}
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int s = room.square();
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if (Random.Int( s ) > 8) {
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int corner = (room.left + 1) + (room.top + 1) * WIDTH;
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if (map[corner - 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
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map[corner] = Terrain.WALL;
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}
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}
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if (Random.Int( s ) > 8) {
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int corner = (room.right - 1) + (room.top + 1) * WIDTH;
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if (map[corner + 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
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map[corner] = Terrain.WALL;
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}
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}
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if (Random.Int( s ) > 8) {
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int corner = (room.left + 1) + (room.bottom - 1) * WIDTH;
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if (map[corner - 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
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map[corner] = Terrain.WALL;
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}
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}
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if (Random.Int( s ) > 8) {
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int corner = (room.right - 1) + (room.bottom - 1) * WIDTH;
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if (map[corner + 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
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map[corner] = Terrain.WALL;
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}
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}
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for (Room n : room.connected.keySet()) {
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if ((n.type == Room.Type.STANDARD || n.type == Room.Type.TUNNEL) && Random.Int( 3 ) == 0) {
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Painter.set( this, room.connected.get( n ), Terrain.EMPTY_DECO );
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}
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}
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}
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for (int i=WIDTH + 1; i < LENGTH - WIDTH; i++) {
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if (map[i] == Terrain.EMPTY) {
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int n = 0;
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if (map[i+1] == Terrain.WALL) {
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n++;
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}
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if (map[i-1] == Terrain.WALL) {
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n++;
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}
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if (map[i+WIDTH] == Terrain.WALL) {
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n++;
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}
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if (map[i-WIDTH] == Terrain.WALL) {
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n++;
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}
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if (Random.Int( 6 ) <= n) {
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map[i] = Terrain.EMPTY_DECO;
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}
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}
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}
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.WALL && Random.Int( 12 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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while (true) {
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int pos = roomEntrance.random();
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if (pos != entrance) {
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map[pos] = Terrain.SIGN;
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break;
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}
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}
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if (Dungeon.bossLevel( Dungeon.depth + 1 )) {
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return;
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}
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for (Room r : rooms) {
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if (r.type == Type.STANDARD) {
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for (Room n : r.neigbours) {
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if (n.type == Type.STANDARD && !r.connected.containsKey( n )/* && Random.Int( 2 ) == 0*/) {
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Rect w = r.intersect( n );
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if (w.left == w.right && w.bottom - w.top >= 5) {
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w.top += 2;
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w.bottom -= 1;
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w.right++;
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Painter.fill( this, w.left, w.top, 1, w.height(), Terrain.CHASM );
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} else if (w.top == w.bottom && w.right - w.left >= 5) {
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w.left += 2;
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w.right -= 1;
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w.bottom++;
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Painter.fill( this, w.left, w.top, w.width(), 1, Terrain.CHASM );
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}
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}
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}
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}
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}
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}
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@Override
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public String tileName( int tile ) {
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switch (tile) {
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case Terrain.GRASS:
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return "Fluorescent moss";
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case Terrain.HIGH_GRASS:
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return "Fluorescent mushrooms";
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case Terrain.WATER:
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return "Freezing cold water.";
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default:
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return super.tileName( tile );
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}
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}
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@Override
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public String tileDesc( int tile ) {
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switch (tile) {
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case Terrain.ENTRANCE:
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return "The ladder leads up to the upper depth.";
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case Terrain.EXIT:
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return "The ladder leads down to the lower depth.";
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case Terrain.HIGH_GRASS:
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return "Huge mushrooms block the view.";
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case Terrain.WALL_DECO:
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return "A vein of some ore is visible on the wall. Gold?";
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case Terrain.BOOKSHELF:
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return "Who would need a bookshelf in a cave?";
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default:
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return super.tileDesc( tile );
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}
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}
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@Override
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public void addVisuals( Scene scene ) {
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super.addVisuals( scene );
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addVisuals( this, scene );
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}
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public static void addVisuals( Level level, Scene scene ) {
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for (int i=0; i < LENGTH; i++) {
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if (level.map[i] == Terrain.WALL_DECO) {
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scene.add( new Vein( i ) );
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}
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}
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}
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private static class Vein extends Group {
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private int pos;
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private float delay;
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public Vein( int pos ) {
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super();
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this.pos = pos;
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delay = Random.Float( 2 );
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}
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@Override
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public void update() {
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if (visible = Dungeon.visible[pos]) {
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super.update();
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if ((delay -= Game.elapsed) <= 0) {
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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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}
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}
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}
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}
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public static final class Sparkle extends PixelParticle {
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public void reset( float x, float y ) {
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revive();
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this.x = x;
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this.y = y;
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left = lifespan = 0.5f;
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}
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@Override
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public void update() {
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super.update();
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float p = left / lifespan;
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size( (am = p < 0.5f ? p * 2 : (1 - p) * 2) * 2 );
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}
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}
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}
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