v0.9.1b: fixed fading Tengu traps still persisting in rare cases

This commit is contained in:
Evan Debenham 2020-12-28 21:51:31 -05:00
parent 6d93b84efb
commit 50ec4f8dbe

View File

@ -339,6 +339,12 @@ public class NewPrisonBossLevel extends Level {
addVisuals(); //this also resets existing visuals addVisuals(); //this also resets existing visuals
traps.clear(); traps.clear();
for (CustomTilemap t : customTiles){
if (t instanceof FadingTraps){
((FadingTraps) t).remove();
}
}
GameScene.resetMap(); GameScene.resetMap();
Dungeon.observe(); Dungeon.observe();
} }
@ -547,16 +553,16 @@ public class NewPrisonBossLevel extends Level {
Painter.fill(this, tenguCell, 1, Terrain.EMPTY); Painter.fill(this, tenguCell, 1, Terrain.EMPTY);
buildFlagMaps(); buildFlagMaps();
}
public void placeTrapsInTenguCell(float fill){
for (CustomTilemap vis : customTiles){ for (CustomTilemap vis : customTiles){
if (vis instanceof FadingTraps){ if (vis instanceof FadingTraps){
((FadingTraps) vis).remove(); ((FadingTraps) vis).remove();
} }
} }
}
public void placeTrapsInTenguCell(float fill){
Point tenguPoint = cellToPoint(tengu.pos); Point tenguPoint = cellToPoint(tengu.pos);
Point heroPoint = cellToPoint(Dungeon.hero.pos); Point heroPoint = cellToPoint(Dungeon.hero.pos);