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