v0.7.1: Fixed:
- buffs retaining target after failing to attach - tengu incorrectly not pausing acting in some cases - being able to carry partial turns between floors (they are spent now) - quickslot failing to update correctly when thrown weapons are upgraded - time to drop taking 1/2 turn for no reason - circle arc using a gradient for no reason
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3474ec95cc
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72661657d2
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@ -65,6 +65,10 @@ public abstract class Actor implements Bundlable {
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this.time = Math.round(this.time);
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}
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}
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public void spendToWhole(){
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time = (float)Math.ceil(time);
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}
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protected void postpone( float time ) {
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if (this.time < now + time) {
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@ -157,7 +161,7 @@ public abstract class Actor implements Bundlable {
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if (Dungeon.hero != null && all.contains( Dungeon.hero )) {
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Statistics.duration += (int)now;
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}
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now = 0;
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now = now % 1;
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}
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public static void init() {
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@ -69,8 +69,10 @@ public class Buff extends Actor {
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if (target.buffs().contains(this)){
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if (target.sprite != null) fx( true );
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return true;
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} else
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} else {
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this.target = null;
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return false;
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}
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}
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public void detach() {
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@ -164,7 +164,7 @@ public class Tengu extends Mob {
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Dungeon.hero.resting = false;
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sprite.attack( enemy.pos );
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spend( attackDelay() );
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return true;
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return !Dungeon.level.adjacent(pos, enemy.pos);
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}
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private void jump() {
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@ -58,9 +58,8 @@ public class CircleArc extends Visual {
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public CircleArc( int triangles, float radius ) {
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super( 0, 0, 0, 0 );
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int gradient[] = {0xFFFFFFFF, 0xFFFFFFFF};
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texture = TextureCache.createGradient( gradient );
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texture = TextureCache.createSolid( 0xFFFFFFFF );
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this.nTris = triangles;
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this.rad = radius;
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@ -58,7 +58,7 @@ public class Item implements Bundlable {
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protected static final float TIME_TO_THROW = 1.0f;
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protected static final float TIME_TO_PICK_UP = 1.0f;
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protected static final float TIME_TO_DROP = 0.5f;
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protected static final float TIME_TO_DROP = 1.0f;
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public static final String AC_DROP = "DROP";
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public static final String AC_THROW = "THROW";
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@ -109,6 +109,7 @@ abstract public class MissileWeapon extends Weapon {
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if (upgraded.quantity() == 1 && !upgraded.collect()) {
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Dungeon.level.drop(upgraded, Dungeon.hero.pos);
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}
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updateQuickslot();
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return upgraded;
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} else {
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durability = MAX_DURABILITY;
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@ -119,6 +120,7 @@ abstract public class MissileWeapon extends Weapon {
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detach(Dungeon.hero.belongings.backpack);
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return similar.merge(this);
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}
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updateQuickslot();
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return this;
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}
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@ -192,7 +192,12 @@ public class InterlevelScene extends PixelScene {
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public void run() {
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try {
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if (Dungeon.hero != null){
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Dungeon.hero.spendToWhole();
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}
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Actor.fixTime();
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switch (mode) {
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case DESCEND:
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descend();
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@ -308,8 +313,6 @@ public class InterlevelScene extends PixelScene {
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private void descend() throws IOException {
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Actor.fixTime();
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if (Dungeon.hero == null) {
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DriedRose.clearHeldGhostHero();
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Dungeon.init();
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@ -335,7 +338,6 @@ public class InterlevelScene extends PixelScene {
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private void fall() throws IOException {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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Buff.affect( Dungeon.hero, Chasm.Falling.class );
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@ -353,7 +355,6 @@ public class InterlevelScene extends PixelScene {
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private void ascend() throws IOException {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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Dungeon.saveAll();
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@ -364,7 +365,6 @@ public class InterlevelScene extends PixelScene {
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private void returnTo() throws IOException {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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Dungeon.saveAll();
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@ -375,7 +375,6 @@ public class InterlevelScene extends PixelScene {
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private void restore() throws IOException {
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Actor.fixTime();
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DriedRose.clearHeldGhostHero();
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GameLog.wipe();
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@ -392,7 +391,6 @@ public class InterlevelScene extends PixelScene {
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private void resurrect() throws IOException {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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if (Dungeon.level.locked) {
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@ -408,7 +406,6 @@ public class InterlevelScene extends PixelScene {
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private void reset() throws IOException {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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SpecialRoom.resetPitRoom(Dungeon.depth+1);
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