v2.1.3: improved visuals/themeing for mining level
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@@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CavesPainter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CaveRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CaveRoom;
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@@ -53,9 +54,6 @@ public class MiningLevel extends Level {
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@Override
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@Override
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protected boolean build() {
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protected boolean build() {
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//a few niceties are needed here before putting this out, things like water, short grass
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// tile deco, and a pause to hunger/regen
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setSize(32, 32);
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setSize(32, 32);
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CaveRoom c = new CaveRoom();
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CaveRoom c = new CaveRoom();
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@@ -74,6 +72,12 @@ public class MiningLevel extends Level {
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map[entrance] = Terrain.ENTRANCE;
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map[entrance] = Terrain.ENTRANCE;
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Painter painter = new CavesPainter()
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.setWater(0.35f, 6)
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.setGrass(0.10f, 3);
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painter.paint(this, null);
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return true;
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return true;
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}
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}
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@@ -430,7 +430,7 @@ public class GameScene extends PixelScene {
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}
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}
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}
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}
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if (Dungeon.level instanceof MiningLevel){
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if (Dungeon.level instanceof MiningLevel){
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add(new WndStory(Messages.get(this, "blacksmith_quest_window_title") + ":\n\n" + Messages.get(this, "blacksmith_quest_window")).setDelays(0.6f, 1.4f));
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add(new WndStory(Messages.get(this, "blacksmith_quest_window_title") + ":\n\n" + Messages.get(this, "blacksmith_quest_window")).setDelays(0.4f, 0.4f));
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}
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}
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if (Dungeon.hero.isAlive()) {
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if (Dungeon.hero.isAlive()) {
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Badges.validateNoKilling();
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Badges.validateNoKilling();
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