v0.8.0: fixed save/load issues with pitfall traps and added vfx to them
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@ -28,6 +28,16 @@ import com.watabou.utils.PointF;
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public class CellEmitter {
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public static Emitter floor( int cell ) {
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PointF p = DungeonTilemap.tileToWorld( cell );
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Emitter emitter = GameScene.floorEmitter();
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emitter.pos( p.x, p.y, DungeonTilemap.SIZE, DungeonTilemap.SIZE );
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return emitter;
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}
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public static Emitter get( int cell ) {
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PointF p = DungeonTilemap.tileToWorld( cell );
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@ -0,0 +1,63 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2020 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.effects.particles;
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import com.watabou.noosa.particles.Emitter;
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import com.watabou.noosa.particles.PixelParticle;
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import com.watabou.utils.Random;
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public class PitfallParticle extends PixelParticle.Shrinking {
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public static final Emitter.Factory FACTORY4 = new Emitter.Factory() {
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@Override
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public void emit( Emitter emitter, int index, float x, float y ) {
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((PitfallParticle)emitter.recycle( PitfallParticle.class )).reset( x, y, 4 );
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}
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};
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public static final Emitter.Factory FACTORY8 = new Emitter.Factory() {
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@Override
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public void emit( Emitter emitter, int index, float x, float y ) {
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((PitfallParticle)emitter.recycle( PitfallParticle.class )).reset( x, y, 8 );
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}
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};
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public PitfallParticle(){
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super();
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color( 0x000000 );
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angle = Random.Float( -30, 30 );
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}
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public void reset( float x, float y, int size ) {
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revive();
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this.x = x;
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this.y = y;
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left = lifespan = 1f;
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this.size = size;
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}
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}
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@ -27,12 +27,15 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PitfallParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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public class PitfallTrap extends Trap {
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@ -50,11 +53,16 @@ public class PitfallTrap extends Trap {
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return;
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}
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//TODO visuals
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DelayedPit p = Buff.affect(Dungeon.hero, DelayedPit.class, 1);
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p.depth = Dungeon.depth;
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p.pos = pos;
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for (int i : PathFinder.NEIGHBOURS9){
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if (!Dungeon.level.solid[pos+i] || Dungeon.level.passable[pos+i]){
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CellEmitter.floor(pos+i).burst(PitfallParticle.FACTORY4, 8);
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}
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}
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if (pos == Dungeon.hero.pos){
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GLog.n(Messages.get(this, "triggered_hero"));
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} else if (Dungeon.level.heroFOV[pos]){
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@ -72,8 +80,15 @@ public class PitfallTrap extends Trap {
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public boolean act() {
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if (depth == Dungeon.depth) {
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for (int i : PathFinder.NEIGHBOURS9) {
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int cell = pos + i;
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if (Dungeon.level.solid[pos+i] && !Dungeon.level.passable[pos+i]){
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continue;
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}
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CellEmitter.floor(pos+i).burst(PitfallParticle.FACTORY8, 12);
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Heap heap = Dungeon.level.heaps.get(cell);
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if (heap != null) {
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@ -101,6 +116,24 @@ public class PitfallTrap extends Trap {
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detach();
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return true;
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}
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private static final String POS = "pos";
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private static final String DEPTH = "depth";
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@Override
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public void storeInBundle(Bundle bundle) {
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super.storeInBundle(bundle);
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bundle.put(POS, pos);
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bundle.put(DEPTH, depth);
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}
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@Override
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public void restoreFromBundle(Bundle bundle) {
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super.restoreFromBundle(bundle);
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pos = bundle.getInt(POS);
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depth = bundle.getInt(DEPTH);
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}
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}
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//TODO these used to become chasms when disarmed, but the functionality was problematic
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@ -147,6 +147,7 @@ public class GameScene extends PixelScene {
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private Group traps;
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private Group heaps;
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private Group mobs;
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private Group floorEmitters;
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private Group emitters;
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private Group effects;
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private Group gases;
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@ -227,6 +228,9 @@ public class GameScene extends PixelScene {
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levelVisuals = Dungeon.level.addVisuals();
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add(levelVisuals);
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floorEmitters = new Group();
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add(floorEmitters);
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heaps = new Group();
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add( heaps );
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@ -815,6 +819,16 @@ public class GameScene extends PixelScene {
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}
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}
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public static Emitter floorEmitter() {
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if (scene != null) {
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Emitter emitter = (Emitter)scene.floorEmitters.recycle( Emitter.class );
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emitter.revive();
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return emitter;
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} else {
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return null;
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}
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}
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public static FloatingText status() {
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return scene != null ? (FloatingText)scene.statuses.recycle( FloatingText.class ) : null;
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}
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