v0.3.2a: refactored how level-generated visuals work, more flexible and resolves bugs

This commit is contained in:
Evan Debenham
2015-11-06 18:45:41 -05:00
committed by Evan Debenham
parent b5176de721
commit e2a57a0e31
14 changed files with 90 additions and 82 deletions
@@ -21,7 +21,7 @@
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.*;
import com.watabou.noosa.Scene;
import com.watabou.noosa.Group;
import com.watabou.noosa.particles.Emitter;
import com.watabou.noosa.particles.PixelParticle;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
@@ -142,15 +142,16 @@ public class CityLevel extends RegularLevel {
}
@Override
public void addVisuals( Scene scene ) {
super.addVisuals( scene );
addVisuals( this, scene );
public Group addVisuals() {
super.addVisuals();
addCityVisuals( this, visuals );
return visuals;
}
public static void addVisuals( Level level, Scene scene ) {
public static void addCityVisuals( Level level, Group group ) {
for (int i=0; i < LENGTH; i++) {
if (level.map[i] == Terrain.WALL_DECO) {
scene.add( new Smoke( i ) );
group.add( new Smoke( i ) );
}
}
}