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
@@ -30,7 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.noosa.Scene;
import com.watabou.noosa.Group;
import com.watabou.utils.Bundle;
import com.watabou.utils.Graph;
import com.watabou.utils.Random;
@@ -203,11 +203,12 @@ public class SewerBossLevel extends RegularLevel {
}
@Override
public void addVisuals( Scene scene ) {
SewerLevel.addVisuals( this, scene );
public Group addVisuals() {
super.addVisuals();
SewerLevel.addSewerVisuals(this, visuals);
return visuals;
}
@Override
protected void createMobs() {
Mob mob = Bestiary.mob( Dungeon.depth );