From 6200a9c183e965ff559d9453fbcb0d3a03ed9500 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 6 Oct 2014 21:53:13 -0400 Subject: [PATCH] V0.2.1 : Updated floor transition messages/sounds --- .../shatteredpixeldungeon/scenes/GameScene.java | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/src/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java b/src/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java index c0aafb2ac..33defa199 100644 --- a/src/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java +++ b/src/com/shatteredpixel/shatteredpixeldungeon/scenes/GameScene.java @@ -70,12 +70,12 @@ import com.watabou.utils.Random; public class GameScene extends PixelScene { - private static final String TXT_WELCOME = "Welcome to the level %d of Pixel Dungeon!"; - private static final String TXT_WELCOME_BACK = "Welcome back to the level %d of Pixel Dungeon!"; + private static final String TXT_WELCOME = "Welcome to level %d of Pixel Dungeon!"; + private static final String TXT_WELCOME_BACK = "Welcome back to level %d of Pixel Dungeon!"; private static final String TXT_NIGHT_MODE = "Be cautious, since the dungeon is even more dangerous at night!"; private static final String TXT_CHASM = "Your steps echo across the dungeon."; - private static final String TXT_WATER = "You hear the water splashing around you."; + private static final String TXT_WATER = "You hear water splashing around you."; private static final String TXT_GRASS = "The smell of vegetation is thick in the air."; private static final String TXT_SECRETS = "The atmosphere hints that this floor hides many secrets."; @@ -224,12 +224,11 @@ public class GameScene extends PixelScene { log.setRect( 0, toolbar.top(), attack.left(), 0 ); add( log ); - if (Dungeon.depth < Statistics.deepestFloor) { + if (Dungeon.depth <= Statistics.deepestFloor) GLog.i( TXT_WELCOME_BACK, Dungeon.depth ); - } else { + else GLog.i( TXT_WELCOME, Dungeon.depth ); - Sample.INSTANCE.play( Assets.SND_DESCEND ); - } + Sample.INSTANCE.play( Assets.SND_DESCEND ); switch (Dungeon.level.feeling) { case CHASM: GLog.w( TXT_CHASM );