v0.2.3: added functionality to freeze particle effects

This commit is contained in:
Evan Debenham 2014-12-08 01:47:26 -05:00
parent 301aff86c7
commit 7069550ab0

View File

@ -22,6 +22,7 @@ import java.io.IOException;
import com.shatteredpixel.shatteredpixeldungeon.*; import com.shatteredpixel.shatteredpixeldungeon.*;
import com.watabou.noosa.Camera; import com.watabou.noosa.Camera;
import com.watabou.noosa.Game; import com.watabou.noosa.Game;
import com.watabou.noosa.Gizmo;
import com.watabou.noosa.Group; import com.watabou.noosa.Group;
import com.watabou.noosa.SkinnedBlock; import com.watabou.noosa.SkinnedBlock;
import com.watabou.noosa.Visual; import com.watabou.noosa.Visual;
@ -80,7 +81,7 @@ public class GameScene extends PixelScene {
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.";
static GameScene scene; static GameScene scene;
private SkinnedBlock water; private SkinnedBlock water;
private DungeonTilemap tiles; private DungeonTilemap tiles;
private FogOfWar fog; private FogOfWar fog;
@ -312,16 +313,16 @@ public class GameScene extends PixelScene {
// //
} }
} }
@Override @Override
public synchronized void update() { public synchronized void update() {
if (Dungeon.hero == null) { if (Dungeon.hero == null) {
return; return;
} }
super.update(); super.update();
water.offset( 0, -5 * Game.elapsed ); if (!freezeEmitters) water.offset( 0, -5 * Game.elapsed );
Actor.process(); Actor.process();