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
@@ -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.shatteredpixel.shatteredpixeldungeon.Assets;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
||||
@@ -156,11 +156,16 @@ public class PrisonLevel extends RegularLevel {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void addVisuals( Scene scene ) {
|
||||
super.addVisuals(scene);
|
||||
public Group addVisuals() {
|
||||
super.addVisuals();
|
||||
addPrisonVisuals(this, visuals);
|
||||
return visuals;
|
||||
}
|
||||
|
||||
public static void addPrisonVisuals(Level level, Group group){
|
||||
for (int i=0; i < LENGTH; i++) {
|
||||
if (map[i] == Terrain.WALL_DECO) {
|
||||
scene.add( new Torch( i ) );
|
||||
if (level.map[i] == Terrain.WALL_DECO) {
|
||||
group.add( new Torch( i ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user