v0.3.0c: cleaned up TODOs
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@ -17,33 +17,16 @@
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*/
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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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.ResultDescriptions;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndBag;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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//TODO: final balancing choices
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public class WandOfMagicMissile extends Wand {
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public class WandOfMagicMissile extends Wand {
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public static final String AC_DISENCHANT = "DISENCHANT";
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{
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{
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name = "Wand of Magic Missile";
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name = "Wand of Magic Missile";
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image = ItemSpriteSheet.WAND_MAGIC_MISSILE;
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image = ItemSpriteSheet.WAND_MAGIC_MISSILE;
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@ -53,7 +36,7 @@ public class WandOfMagicMissile extends Wand {
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protected void onZap( Ballistica bolt ) {
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protected void onZap( Ballistica bolt ) {
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Char ch = Actor.findChar( bolt.collisionPos );
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Char ch = Actor.findChar( bolt.collisionPos );
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if (ch != null) {
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if (ch != null) {
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int level = level();
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int level = level();
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@ -33,7 +33,6 @@ public class WandOfVenom extends Wand {
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@Override
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@Override
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protected void fx(Ballistica bolt, Callback callback) {
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protected void fx(Ballistica bolt, Callback callback) {
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//TODO: final visuals
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MagicMissile.poison(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
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MagicMissile.poison(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
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Sample.INSTANCE.play(Assets.SND_ZAP);
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Sample.INSTANCE.play(Assets.SND_ZAP);
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}
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}
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@ -128,7 +128,6 @@ public class CavesBossLevel extends Level {
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Painter.fill( this, ROOM_LEFT, ROOM_TOP + 1,
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Painter.fill( this, ROOM_LEFT, ROOM_TOP + 1,
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ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP, Terrain.EMPTY );
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ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP, Terrain.EMPTY );
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//TODO Trap refactor
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Painter.fill( this, ROOM_LEFT, ROOM_TOP,
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Painter.fill( this, ROOM_LEFT, ROOM_TOP,
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ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.INACTIVE_TRAP );
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ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.INACTIVE_TRAP );
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@ -118,7 +118,6 @@ public class Terrain {
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}
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}
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};
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};
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//TODO: everything that touches this needs new trap logic
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public static int discover( int terr ) {
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public static int discover( int terr ) {
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switch (terr) {
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switch (terr) {
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case SECRET_DOOR:
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case SECRET_DOOR:
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@ -26,7 +26,6 @@ public abstract class Trap implements Bundlable {
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return this;
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return this;
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}
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}
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//TODO: fade-in effect here?
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public Trap reveal() {
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public Trap reveal() {
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visible = true;
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visible = true;
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if (sprite != null) {
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if (sprite != null) {
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@ -327,7 +327,6 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
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chilled.on = false;
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chilled.on = false;
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chilled = null;
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chilled = null;
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}
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}
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//TODO: maybe add some particles here?
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case DARKENED:
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case DARKENED:
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if (darkBlock != null) {
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if (darkBlock != null) {
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darkBlock.lighten();
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darkBlock.lighten();
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