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
@@ -118,6 +118,7 @@ public class GameScene extends PixelScene {
private Group terrain;
private Group customTiles;
private Group levelVisuals;
private Group ripples;
private Group plants;
private Group traps;
@@ -167,12 +168,13 @@ public class GameScene extends PixelScene {
customTiles = new Group();
terrain.add(customTiles);
Dungeon.level.addVisuals(this);
for( CustomTileVisual visual : Dungeon.level.customTiles){
addCustomTile(visual.create());
}
levelVisuals = Dungeon.level.addVisuals();
add(levelVisuals);
traps = new Group();
add(traps);
@@ -549,7 +551,7 @@ public class GameScene extends PixelScene {
}
// -------------------------------------------------------
public static void add( Plant plant ) {
if (scene != null) {
scene.addPlantSprite( plant );