v2.1.3: further improved visuals and text for mining level

This commit is contained in:
Evan Debenham
2023-06-25 19:20:12 -04:00
parent 01c7b481f6
commit ba14831a7e

View File

@@ -33,6 +33,8 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CavesPainter;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CaveRoom;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.noosa.Group;
public class MiningLevel extends Level {
@@ -106,4 +108,52 @@ public class MiningLevel extends Level {
public int randomRespawnCell( Char ch ) {
return entrance()-width();
}
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.GRASS:
return Messages.get(CavesLevel.class, "grass_name");
case Terrain.HIGH_GRASS:
return Messages.get(CavesLevel.class, "high_grass_name");
case Terrain.WATER:
return Messages.get(CavesLevel.class, "water_name");
case Terrain.STATUE:
//city statues are used
return Messages.get(CityLevel.class, "statue_name");
default:
return super.tileName( tile );
}
}
@Override
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.WATER:
return super.tileDesc( tile ) + "\n\n" + Messages.get(CavesBossLevel.class, "water_desc");
case Terrain.ENTRANCE:
return Messages.get(CavesLevel.class, "entrance_desc");
case Terrain.EXIT:
//city exit is used
return Messages.get(CityLevel.class, "exit_desc");
case Terrain.HIGH_GRASS:
return Messages.get(CavesLevel.class, "high_grass_desc");
case Terrain.WALL_DECO:
return Messages.get(CavesLevel.class, "wall_deco_desc");
case Terrain.BOOKSHELF:
return Messages.get(CavesLevel.class, "bookshelf_desc");
//city statues are used
case Terrain.STATUE:
return Messages.get(CityLevel.class, "statue_desc");
default:
return super.tileDesc( tile );
}
}
@Override
public Group addVisuals() {
super.addVisuals();
CavesLevel.addCavesVisuals(this, visuals);
return visuals;
}
}