V0.2.1 : Updated floor transition messages/sounds

This commit is contained in:
Evan Debenham 2014-10-06 21:53:13 -04:00
parent dbc2a44911
commit 6200a9c183

View File

@ -70,12 +70,12 @@ import com.watabou.utils.Random;
public class GameScene extends PixelScene { 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 = "Welcome to 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_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_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_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_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."; 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 ); log.setRect( 0, toolbar.top(), attack.left(), 0 );
add( log ); add( log );
if (Dungeon.depth < Statistics.deepestFloor) { if (Dungeon.depth <= Statistics.deepestFloor)
GLog.i( TXT_WELCOME_BACK, Dungeon.depth ); GLog.i( TXT_WELCOME_BACK, Dungeon.depth );
} else { else
GLog.i( TXT_WELCOME, Dungeon.depth ); GLog.i( TXT_WELCOME, Dungeon.depth );
Sample.INSTANCE.play( Assets.SND_DESCEND ); Sample.INSTANCE.play( Assets.SND_DESCEND );
}
switch (Dungeon.level.feeling) { switch (Dungeon.level.feeling) {
case CHASM: case CHASM:
GLog.w( TXT_CHASM ); GLog.w( TXT_CHASM );