v0.3.2a: refactored how level-generated visuals work, more flexible and resolves bugs
This commit is contained in:
committed by
Evan Debenham
parent
b5176de721
commit
e2a57a0e31
@@ -75,7 +75,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.CustomTileVisual;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundlable;
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import com.watabou.utils.Bundle;
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@@ -162,6 +162,8 @@ public abstract class Level implements Bundlable {
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public HashSet<CustomTileVisual> customTiles;
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protected ArrayList<Item> itemsToSpawn = new ArrayList<>();
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protected Group visuals = new Group();
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public int color1 = 0x004400;
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public int color2 = 0x88CC44;
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@@ -485,15 +487,17 @@ public abstract class Level implements Bundlable {
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}
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}
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public void addVisuals( Scene scene ) {
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public Group addVisuals() {
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visuals.clear();
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for (int i=0; i < LENGTH; i++) {
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if (pit[i]) {
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scene.add( new WindParticle.Wind( i ) );
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visuals.add( new WindParticle.Wind( i ) );
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if (i >= WIDTH && water[i-WIDTH]) {
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scene.add( new FlowParticle.Flow( i - WIDTH ) );
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visuals.add( new FlowParticle.Flow( i - WIDTH ) );
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}
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}
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}
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return visuals;
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}
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public int nMobs() {
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