V0.2.1 : Updated floor transition messages/sounds
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@ -70,12 +70,12 @@ import com.watabou.utils.Random;
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public class GameScene extends PixelScene {
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private static final String TXT_WELCOME = "Welcome to the level %d of Pixel Dungeon!";
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private static final String TXT_WELCOME_BACK = "Welcome back to the level %d of Pixel Dungeon!";
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private static final String TXT_WELCOME = "Welcome to level %d of Pixel Dungeon!";
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private static final String TXT_WELCOME_BACK = "Welcome back to level %d of Pixel Dungeon!";
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private static final String TXT_NIGHT_MODE = "Be cautious, since the dungeon is even more dangerous at night!";
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private static final String TXT_CHASM = "Your steps echo across the dungeon.";
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private static final String TXT_WATER = "You hear the water splashing around you.";
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private static final String TXT_WATER = "You hear water splashing around you.";
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private static final String TXT_GRASS = "The smell of vegetation is thick in the air.";
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private static final String TXT_SECRETS = "The atmosphere hints that this floor hides many secrets.";
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@ -224,12 +224,11 @@ public class GameScene extends PixelScene {
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log.setRect( 0, toolbar.top(), attack.left(), 0 );
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add( log );
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if (Dungeon.depth < Statistics.deepestFloor) {
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if (Dungeon.depth <= Statistics.deepestFloor)
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GLog.i( TXT_WELCOME_BACK, Dungeon.depth );
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} else {
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else
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GLog.i( TXT_WELCOME, Dungeon.depth );
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Sample.INSTANCE.play( Assets.SND_DESCEND );
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}
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Sample.INSTANCE.play( Assets.SND_DESCEND );
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switch (Dungeon.level.feeling) {
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case CHASM:
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GLog.w( TXT_CHASM );
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