V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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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.features;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions;
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import com.watabou.utils.Random;
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public class Chasm {
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private static final String TXT_CHASM = "Chasm";
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private static final String TXT_YES = "Yes, I know what I'm doing";
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private static final String TXT_NO = "No, I changed my mind";
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private static final String TXT_JUMP =
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"Do you really want to jump into the chasm? You can probably die.";
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public static boolean jumpConfirmed = false;
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public static void heroJump( final Hero hero ) {
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GameScene.show(
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new WndOptions( TXT_CHASM, TXT_JUMP, TXT_YES, TXT_NO ) {
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@Override
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protected void onSelect( int index ) {
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if (index == 0) {
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jumpConfirmed = true;
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hero.resume();
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}
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};
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}
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);
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}
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public static void heroFall( int pos ) {
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jumpConfirmed = false;
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Sample.INSTANCE.play( Assets.SND_FALLING );
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if (Dungeon.hero.isAlive()) {
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Dungeon.hero.interrupt();
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InterlevelScene.mode = InterlevelScene.Mode.FALL;
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if (Dungeon.level instanceof RegularLevel) {
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Room room = ((RegularLevel)Dungeon.level).room( pos );
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InterlevelScene.fallIntoPit = room != null && room.type == Room.Type.WEAK_FLOOR;
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} else {
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InterlevelScene.fallIntoPit = false;
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}
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Game.switchScene( InterlevelScene.class );
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} else {
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Dungeon.hero.sprite.visible = false;
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}
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}
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public static void heroLand() {
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Hero hero = Dungeon.hero;
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hero.sprite.burst( hero.sprite.blood(), 10 );
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Camera.main.shake( 4, 0.2f );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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hero.damage( Random.IntRange( hero.HT / 3, hero.HT / 2 ), new Hero.Doom() {
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@Override
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public void onDeath() {
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Badges.validateDeathFromFalling();
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Dungeon.fail( Utils.format( ResultDescriptions.FALL, Dungeon.depth ) );
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GLog.n( "You fell to death..." );
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}
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} );
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}
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public static void mobFall( Mob mob ) {
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// Destroy instead of kill to prevent dropping loot
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mob.destroy();
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((MobSprite)mob.sprite).fall();
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}
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}
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