cleaned up formatting:
- removed trailing whitespace - changed all leading whitespace to tabs - removed IDE created author comments
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@@ -46,9 +46,9 @@ public class InterlevelScene extends PixelScene {
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private static final String TXT_FALLING = "Falling...";
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private static final String ERR_FILE_NOT_FOUND = "Save file not found. If this error persists after restarting, " +
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"it may mean this save game is corrupted. Sorry about that.";
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"it may mean this save game is corrupted. Sorry about that.";
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private static final String ERR_IO = "Cannot read save file. If this error persists after restarting, " +
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"it may mean this save game is corrupted. Sorry about that.";
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"it may mean this save game is corrupted. Sorry about that.";
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public static enum Mode {
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DESCEND, ASCEND, CONTINUE, RESURRECT, RETURN, FALL
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@@ -59,7 +59,7 @@ public class InterlevelScene extends PixelScene {
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public static int returnPos;
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public static boolean noStory = false;
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public static boolean fallIntoPit;
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private enum Phase {
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@@ -101,7 +101,7 @@ public class InterlevelScene extends PixelScene {
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message = PixelScene.createText( text, 9 );
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message.measure();
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message.x = (Camera.main.width - message.width()) / 2;
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message.x = (Camera.main.width - message.width()) / 2;
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message.y = (Camera.main.height - message.height()) / 2;
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add( message );
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@@ -201,7 +201,7 @@ public class InterlevelScene extends PixelScene {
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Game.switchScene( StartScene.class );
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};
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} );
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error = null;
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error = null;
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}
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break;
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}
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@@ -209,7 +209,7 @@ public class InterlevelScene extends PixelScene {
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private void descend() throws IOException {
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Actor.fixTime();
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Actor.fixTime();
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if (Dungeon.hero == null) {
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Dungeon.init();
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if (noStory) {
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@@ -232,7 +232,7 @@ public class InterlevelScene extends PixelScene {
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private void fall() throws IOException {
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Actor.fixTime();
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Actor.fixTime();
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Dungeon.saveLevel();
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Level level;
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@@ -280,7 +280,7 @@ public class InterlevelScene extends PixelScene {
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private void resurrect() throws IOException {
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Actor.fixTime();
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Actor.fixTime();
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if (Dungeon.level.locked) {
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Dungeon.hero.resurrect( Dungeon.depth );
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