v2.4.0: improved badge save/display logic when game is ended
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@@ -1000,21 +1000,11 @@ public class Badges {
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displayBadge( badge );
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}
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//necessary in order to display the happy end badge in the surface scene
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public static void silentValidateHappyEnd() {
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if (!local.contains( Badge.HAPPY_END )){
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local.add( Badge.HAPPY_END );
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}
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if(!local.contains( Badge.HAPPY_END_REMAINS ) && Dungeon.hero.belongings.getItem(RemainsItem.class) != null){
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local.add( Badge.HAPPY_END_REMAINS );
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}
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}
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public static void validateHappyEnd() {
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displayBadge( Badge.HAPPY_END );
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if (local.contains(Badge.HAPPY_END_REMAINS)) {
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displayBadge(Badge.HAPPY_END_REMAINS);
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if( Dungeon.hero.belongings.getItem(RemainsItem.class) != null ){
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displayBadge( Badge.HAPPY_END_REMAINS );
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}
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}
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@@ -22,9 +22,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Ghost;
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@@ -154,9 +152,6 @@ public class SewerLevel extends RegularLevel {
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return false;
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} else {
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Statistics.ascended = true;
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Badges.silentValidateHappyEnd();
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Dungeon.win( Amulet.class );
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Dungeon.deleteGame( GamesInProgress.curSlot, true );
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Game.switchScene( SurfaceScene.class );
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return true;
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}
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@@ -22,6 +22,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Chrome;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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@@ -78,6 +79,7 @@ public class AmuletScene extends PixelScene {
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protected void onClick() {
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Dungeon.win( Amulet.class );
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Dungeon.deleteGame( GamesInProgress.curSlot, true );
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Badges.saveGlobal();
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btnExit.enable(false);
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btnStay.enable(false);
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@@ -24,8 +24,10 @@ package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.Ratmogrify;
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import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.items.remains.RemainsItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfLivingEarth;
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@@ -264,8 +266,11 @@ public class SurfaceScene extends PixelScene {
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gameOver.setSize( SKY_WIDTH - FRAME_MARGIN_X * 2, BUTTON_HEIGHT );
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gameOver.setPos( frame.x + FRAME_MARGIN_X * 2, frame.y + frame.height + 4 );
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add( gameOver );
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Badges.validateHappyEnd();
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Dungeon.win( Amulet.class );
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Dungeon.deleteGame( GamesInProgress.curSlot, true );
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Badges.saveGlobal();
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fadeIn();
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}
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@@ -287,8 +292,6 @@ public class SurfaceScene extends PixelScene {
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@Override
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public void destroy() {
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Badges.saveGlobal();
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Camera.remove( viewport );
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super.destroy();
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}
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