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@@ -21,41 +21,47 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Tengu;
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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.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
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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.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.ui.CustomTileVisual;
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import com.shatteredpixel.shatteredpixeldungeon.ui.HealthIndicator;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Graph;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import java.util.List;
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import java.util.ArrayList;
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public class PrisonBossLevel extends RegularLevel {
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public class PrisonBossLevel extends Level {
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{
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color1 = 0x6a723d;
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color2 = 0x88924c;
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}
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private enum State{
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START,
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FIGHT_START,
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MAZE,
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FIGHT_ARENA,
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WON
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}
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private Room anteroom;
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private int arenaDoor;
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private boolean enteredArena = false;
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private boolean keyDropped = false;
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private State state;
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private Tengu tengu;
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//we keep track of torches so we can kill them as needed when layouts change.
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private ArrayList<PrisonLevel.Torch> torches = new ArrayList<>();
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@Override
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public String tilesTex() {
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@@ -67,297 +73,109 @@ public class PrisonBossLevel extends RegularLevel {
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return Assets.WATER_PRISON;
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}
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private static final String ARENA = "arena";
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private static final String DOOR = "door";
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private static final String ENTERED = "entered";
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private static final String DROPPED = "droppped";
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private static final String STATE = "state";
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private static final String TENGU = "tengu";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( ARENA, roomExit );
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bundle.put( DOOR, arenaDoor );
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bundle.put( ENTERED, enteredArena );
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bundle.put( DROPPED, keyDropped );
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super.storeInBundle(bundle);
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bundle.put( STATE, state );
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bundle.put( TENGU, tengu );
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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roomExit = (Room)bundle.get( ARENA );
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arenaDoor = bundle.getInt( DOOR );
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enteredArena = bundle.getBoolean( ENTERED );
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keyDropped = bundle.getBoolean( DROPPED );
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super.restoreFromBundle(bundle);
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state = bundle.getEnum( STATE, State.class );
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//in some states tengu won't be in the world, in others he will be.
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if (state == State.START || state == State.MAZE) {
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tengu = (Tengu)bundle.get( TENGU );
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} else {
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for (Mob mob : mobs){
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if (mob instanceof Tengu) {
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tengu = (Tengu) mob;
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break;
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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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protected boolean build() {
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initRooms();
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int distance;
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int retry = 0;
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map = MAP_START;
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decorate();
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do {
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if (retry++ > 10) {
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return false;
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}
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int innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomEntrance = Random.element( rooms );
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} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
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innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomExit = Random.element( rooms );
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} while (
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roomExit == roomEntrance ||
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roomExit.width() < 7 ||
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roomExit.height() < 7 ||
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roomExit.top == 0);
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Graph.buildDistanceMap( rooms, roomExit );
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distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
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} while (distance < 3);
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roomEntrance.type = Type.ENTRANCE;
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roomExit.type = Type.BOSS_EXIT;
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List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
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Graph.setPrice( path, roomEntrance.distance );
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Graph.buildDistanceMap( rooms, roomExit );
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path = Graph.buildPath( rooms, roomEntrance, roomExit );
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anteroom = path.get( path.size() - 2 );
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anteroom.type = Type.STANDARD;
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buildFlagMaps();
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cleanWalls();
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state = State.START;
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entrance = 5+2*32;
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exit = 0;
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resetTraps();
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Room room = roomEntrance;
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for (Room next : path) {
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room.connect( next );
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room = next;
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}
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for (Room r : rooms) {
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if (r.type == Type.NULL && r.connected.size() > 0) {
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r.type = Type.PASSAGE;
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}
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}
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paint();
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Room r = (Room)roomExit.connected.keySet().toArray()[0];
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if (roomExit.connected.get( r ).y == roomExit.top) {
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return false;
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}
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paintWater();
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paintGrass();
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placeTraps();
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return true;
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}
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protected boolean[] water() {
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return Patch.generate( 0.45f, 5 );
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}
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protected boolean[] grass() {
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return Patch.generate( 0.30f, 4 );
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}
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protected void paintDoors( Room r ) {
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for (Room n : r.connected.keySet()) {
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if (r.type == Type.NULL) {
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continue;
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}
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Point door = r.connected.get( n );
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if (r.type == Room.Type.PASSAGE && n.type == Room.Type.PASSAGE) {
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Painter.set( this, door, Terrain.EMPTY );
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} else {
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Painter.set( this, door, Terrain.DOOR );
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}
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}
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}
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@Override
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protected void placeTraps() {
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int nTraps = nTraps();
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for (int i=0; i < nTraps; i++) {
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int trapPos = Random.Int( LENGTH );
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if (map[trapPos] == Terrain.EMPTY) {
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map[trapPos] = Terrain.TRAP;
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setTrap( new PoisonTrap().reveal(), trapPos );
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}
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}
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}
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@Override
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protected void decorate() {
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for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
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if (map[i] == Terrain.EMPTY) {
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float c = 0.15f;
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if (map[i + 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
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c += 0.2f;
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}
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if (map[i - 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
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c += 0.2f;
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}
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if (map[i + 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
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c += 0.2f;
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}
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if (map[i - 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
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c += 0.2f;
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}
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if (Random.Float() < c) {
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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 < WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
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Random.Int( 4 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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map[i - WIDTH] == Terrain.WALL &&
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(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
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Random.Int( 2 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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placeSign();
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Point door = roomExit.entrance();
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arenaDoor = door.x + door.y * WIDTH;
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Painter.set( this, arenaDoor, Terrain.LOCKED_DOOR );
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Painter.fill( this,
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roomExit.left + 2,
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roomExit.top + 2,
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roomExit.width() - 3,
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roomExit.height() - 3,
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Terrain.INACTIVE_TRAP );
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for (int cell : roomExit.getCells()){
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if (map[cell] == Terrain.INACTIVE_TRAP){
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Trap t = new PoisonTrap().reveal();
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t.active = false;
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setTrap(t, cell);
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}
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}
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//do nothing, all decorations are hard-coded.
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}
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@Override
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protected void createMobs() {
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tengu = new Tengu(); //We want to keep track of tengu independently of other mobs, he's not always in the level.
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}
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public Actor respawner() {
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return null;
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}
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@Override
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protected void createItems() {
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int keyPos = 1+8*32; //initial position at top-left room
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int keyPos = anteroom.random();
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while (!passable[keyPos]) {
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keyPos = anteroom.random();
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}
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drop( new IronKey( Dungeon.depth ), keyPos ).type = Heap.Type.CHEST;
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Item item = Bones.get();
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if (item != null) {
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int pos;
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do {
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pos = roomEntrance.random();
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} while (pos == entrance || map[pos] == Terrain.SIGN);
|
|
|
|
|
drop( item, pos ).type = Heap.Type.REMAINS;
|
|
|
|
|
}
|
|
|
|
|
//randomly assign a room.
|
|
|
|
|
keyPos += Random.Int(4)*(4*32); //one of the 4 rows
|
|
|
|
|
keyPos += Random.Int(2)*6; // one of the 2 columns
|
|
|
|
|
|
|
|
|
|
//and then a certain tile in that room.
|
|
|
|
|
keyPos += Random.Int(3) + Random.Int(3)*32;
|
|
|
|
|
|
|
|
|
|
drop(new IronKey(10), keyPos);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@Override
|
|
|
|
|
public void press( int cell, Char ch ) {
|
|
|
|
|
|
|
|
|
|
super.press( cell, ch );
|
|
|
|
|
|
|
|
|
|
if (ch == Dungeon.hero && !enteredArena && roomExit.inside( cell )) {
|
|
|
|
|
|
|
|
|
|
enteredArena = true;
|
|
|
|
|
seal();
|
|
|
|
|
|
|
|
|
|
int pos;
|
|
|
|
|
do {
|
|
|
|
|
pos = roomExit.random();
|
|
|
|
|
} while (pos == cell || Actor.findChar( pos ) != null);
|
|
|
|
|
|
|
|
|
|
Mob boss = Bestiary.mob( Dungeon.depth );
|
|
|
|
|
boss.state = boss.HUNTING;
|
|
|
|
|
boss.pos = pos;
|
|
|
|
|
GameScene.add( boss );
|
|
|
|
|
boss.notice();
|
|
|
|
|
|
|
|
|
|
mobPress( boss );
|
|
|
|
|
|
|
|
|
|
set( arenaDoor, Terrain.LOCKED_DOOR );
|
|
|
|
|
GameScene.updateMap( arenaDoor );
|
|
|
|
|
Dungeon.observe();
|
|
|
|
|
|
|
|
|
|
super.press(cell, ch);
|
|
|
|
|
|
|
|
|
|
if (ch == Dungeon.hero){
|
|
|
|
|
//hero enters tengu's chamber
|
|
|
|
|
if (state == State.START
|
|
|
|
|
&& ((Room)new Room().set(2, 25, 8, 32)).inside(cell)){
|
|
|
|
|
progress();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//hero finishes the maze
|
|
|
|
|
else if (state == State.MAZE
|
|
|
|
|
&& ((Room)new Room().set(4, 1, 7, 4)).inside(cell)){
|
|
|
|
|
progress();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@Override
|
|
|
|
|
public Heap drop( Item item, int cell ) {
|
|
|
|
|
|
|
|
|
|
if (!keyDropped && item instanceof SkeletonKey) {
|
|
|
|
|
|
|
|
|
|
keyDropped = true;
|
|
|
|
|
unseal();
|
|
|
|
|
|
|
|
|
|
set( arenaDoor, Terrain.DOOR );
|
|
|
|
|
GameScene.updateMap( arenaDoor );
|
|
|
|
|
Dungeon.observe();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return super.drop( item, cell );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@Override
|
|
|
|
|
public int randomRespawnCell() {
|
|
|
|
|
return roomEntrance.random();
|
|
|
|
|
return 5+3*32;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@Override
|
|
|
|
@@ -366,7 +184,7 @@ public class PrisonBossLevel extends RegularLevel {
|
|
|
|
|
case Terrain.WATER:
|
|
|
|
|
return "Dark cold water.";
|
|
|
|
|
default:
|
|
|
|
|
return super.tileName( tile );
|
|
|
|
|
return super.tileName(tile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -376,12 +194,309 @@ public class PrisonBossLevel extends RegularLevel {
|
|
|
|
|
case Terrain.EMPTY_DECO:
|
|
|
|
|
return "There are old blood stains on the floor.";
|
|
|
|
|
default:
|
|
|
|
|
return super.tileDesc( tile );
|
|
|
|
|
return super.tileDesc(tile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void resetTraps(){
|
|
|
|
|
for (Trap trap : traps.values()){
|
|
|
|
|
trap.sprite.kill();
|
|
|
|
|
}
|
|
|
|
|
traps.clear();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < Level.LENGTH; i++){
|
|
|
|
|
if (map[i] == Terrain.INACTIVE_TRAP) {
|
|
|
|
|
Trap t = new SpearTrap().reveal();
|
|
|
|
|
t.active = false;
|
|
|
|
|
setTrap(t, i);
|
|
|
|
|
map[i] = Terrain.INACTIVE_TRAP;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void changeMap(int[] map){
|
|
|
|
|
this.map = map;
|
|
|
|
|
GameScene.resetMap();
|
|
|
|
|
buildFlagMaps();
|
|
|
|
|
cleanWalls();
|
|
|
|
|
|
|
|
|
|
exit = entrance = 0;
|
|
|
|
|
for (int i = 0; i < LENGTH; i ++)
|
|
|
|
|
if (map[i] == Terrain.ENTRANCE)
|
|
|
|
|
entrance = i;
|
|
|
|
|
else if (map[i] == Terrain.EXIT)
|
|
|
|
|
exit = i;
|
|
|
|
|
|
|
|
|
|
visited = mapped = new boolean[LENGTH];
|
|
|
|
|
addVisuals(ShatteredPixelDungeon.scene());
|
|
|
|
|
resetTraps();
|
|
|
|
|
|
|
|
|
|
for (Heap h : heaps.values().toArray(new Heap[heaps.values().size()])){
|
|
|
|
|
h.destroy();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Dungeon.observe();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void progress(){
|
|
|
|
|
switch (state){
|
|
|
|
|
//moving to the beginning of the fight
|
|
|
|
|
case START:
|
|
|
|
|
seal();
|
|
|
|
|
set(5 + 25 * 32, Terrain.LOCKED_DOOR);
|
|
|
|
|
GameScene.updateMap(5 + 25 * 32);
|
|
|
|
|
|
|
|
|
|
tengu.state = tengu.HUNTING;
|
|
|
|
|
tengu.pos = 5 + 28*32; //in the middle of the fight room
|
|
|
|
|
GameScene.add( tengu );
|
|
|
|
|
tengu.notice();
|
|
|
|
|
|
|
|
|
|
state = State.FIGHT_START;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
//halfway through, move to the maze
|
|
|
|
|
case FIGHT_START:
|
|
|
|
|
|
|
|
|
|
changeMap(MAP_MAZE);
|
|
|
|
|
|
|
|
|
|
Actor.remove(tengu);
|
|
|
|
|
mobs.remove(tengu);
|
|
|
|
|
HealthIndicator.instance.target(null);
|
|
|
|
|
tengu.sprite.kill();
|
|
|
|
|
|
|
|
|
|
GameScene.flash(0xFFFFFF);
|
|
|
|
|
Sample.INSTANCE.play(Assets.SND_BLAST);
|
|
|
|
|
|
|
|
|
|
state = State.MAZE;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
//maze beaten, moving to the arena
|
|
|
|
|
case MAZE:
|
|
|
|
|
Dungeon.hero.interrupt();
|
|
|
|
|
Dungeon.hero.pos += 106;
|
|
|
|
|
Dungeon.hero.sprite.interruptMotion();
|
|
|
|
|
Dungeon.hero.sprite.place(Dungeon.hero.pos);
|
|
|
|
|
|
|
|
|
|
changeMap(MAP_ARENA);
|
|
|
|
|
|
|
|
|
|
tengu.state = tengu.HUNTING;
|
|
|
|
|
do {
|
|
|
|
|
tengu.pos = Random.Int(LENGTH);
|
|
|
|
|
} while (solid[tengu.pos] || distance(tengu.pos, Dungeon.hero.pos) < 8);
|
|
|
|
|
GameScene.add(tengu);
|
|
|
|
|
tengu.notice();
|
|
|
|
|
|
|
|
|
|
state = State.FIGHT_ARENA;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
//arena ended, fight over.
|
|
|
|
|
case FIGHT_ARENA:
|
|
|
|
|
unseal();
|
|
|
|
|
|
|
|
|
|
CustomTileVisual vis = new exitVisual();
|
|
|
|
|
vis.pos(7, 7);
|
|
|
|
|
customTiles.add(vis);
|
|
|
|
|
((GameScene)ShatteredPixelDungeon.scene()).addCustomTile(vis);
|
|
|
|
|
|
|
|
|
|
Dungeon.hero.interrupt();
|
|
|
|
|
Dungeon.hero.pos = 5+27*32;
|
|
|
|
|
Dungeon.hero.sprite.interruptMotion();
|
|
|
|
|
Dungeon.hero.sprite.place(Dungeon.hero.pos);
|
|
|
|
|
|
|
|
|
|
changeMap(MAP_END);
|
|
|
|
|
|
|
|
|
|
tengu.pos = 5+28*32;
|
|
|
|
|
tengu.sprite.interruptMotion();
|
|
|
|
|
tengu.sprite.place(5 + 28 * 32);
|
|
|
|
|
tengu.die(Dungeon.hero);
|
|
|
|
|
|
|
|
|
|
state = State.WON;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@Override
|
|
|
|
|
public void addVisuals( Scene scene ) {
|
|
|
|
|
PrisonLevel.addVisuals( this, scene );
|
|
|
|
|
super.addVisuals(scene);
|
|
|
|
|
//kill old torches before adding new ones
|
|
|
|
|
for (PrisonLevel.Torch t : torches.toArray(new PrisonLevel.Torch[torches.size()])){
|
|
|
|
|
t.kill();
|
|
|
|
|
torches.remove(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i=0; i < LENGTH; i++) {
|
|
|
|
|
if (map[i] == Terrain.WALL_DECO) {
|
|
|
|
|
PrisonLevel.Torch t = new PrisonLevel.Torch( i );
|
|
|
|
|
torches.add(t);
|
|
|
|
|
scene.add( t );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static final int W = Terrain.WALL;
|
|
|
|
|
private static final int D = Terrain.DOOR;
|
|
|
|
|
private static final int L = Terrain.LOCKED_DOOR;
|
|
|
|
|
private static final int _ = Terrain.EMPTY; //for readability
|
|
|
|
|
private static final int S = Terrain.SIGN;
|
|
|
|
|
|
|
|
|
|
private static final int T = Terrain.INACTIVE_TRAP;
|
|
|
|
|
|
|
|
|
|
private static final int E = Terrain.ENTRANCE;
|
|
|
|
|
private static final int X = Terrain.EXIT;
|
|
|
|
|
|
|
|
|
|
private static final int M = Terrain.WALL_DECO;
|
|
|
|
|
|
|
|
|
|
private static final int[] MAP_START =
|
|
|
|
|
{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, _, E, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, S, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, W, D, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, M, W, L, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
|
|
|
|
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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//TODO: while this hardcoded maze is nice, it would be better to have it random each time.
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private static final int[] MAP_MAZE =
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{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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_, _, _, D, _, _, _, D, _, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
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W, W, W, W, W, M, W, W, W, W, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
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W, W, W, W, W, D, W, W, W, W, W, W, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
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W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, W, W, W, W, _, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, W, _, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, W, _, W, _, W, _, W, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, W, W, W, W, W, W, _, W, _, W, _, W, _, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, _, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, W, W, _, W, _, W, _, W, _, W, _, W, W, W, _, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, W, W, _, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, _, W, W, W, W, W, _, W, W, W, _, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, _, W, _, W, _, W, W, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W,
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W, W, W, W, W, _, W, W, W, _, W, _, _, _, W, _, W, _, W, _, _, _, _, _, _, _, W, _, W, _, W, W,
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W, W, W, M, W, D, W, M, W, _, W, W, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, _, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, W, _, W, W, W, _, W, W, W, W, W, _, W, W, W, W, W, _, W, W,
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W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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private static final int[] MAP_ARENA =
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{ W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W,
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W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W,
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W, _, _, _, _, _, W, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, _, _, _, _, _, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, _, _, _, _, M, W, _, _, _, _, _, _, D, _, _, _, D, _, _, _, _, _, _, W, M, _, _, _, _, W, W,
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W, _, _, W, W, W, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, W, W, W, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, W, W,
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W, _, _, W, W, D, W, W, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, W, W, D, W, W, _, _, W, W,
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W, _, W, W, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, W, W, _, W, W,
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W, _, W, M, _, _, _, M, W, _, _, _, _, _, _, M, _, _, _, _, _, _, W, M, _, _, _, M, W, _, W, W,
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W, _, W, W, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, W, W, _, W, W,
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W, _, _, W, W, D, W, W, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, W, W, D, W, W, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, W, W, W, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, W, W, W, _, _, W, W,
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W, _, _, _, _, M, W, _, _, _, _, _, _, D, _, _, _, D, _, _, _, _, _, _, W, M, _, _, _, _, W, W,
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W, _, _, _, _, _, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, _, _, _, _, _, W, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W,
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W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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private static final int[] MAP_END =
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{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, _, E, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, S, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, D, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, D, _, D, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, M, W, W, _, W, W, M, _, W, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, D, _, D, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, M, W, W, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, X, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, M, W, W, _, W, W, _, W, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, D, _, D, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, M, W, D, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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public static class exitVisual extends CustomTileVisual{
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{
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name = "prison exit";
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tx = Assets.PRISON_EXIT;
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txX = txY = 0;
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tileW = tileH = 16;
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}
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@Override
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public String desc() {
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return super.desc();
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}
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}
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}
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