v0.7.5: improved and optimized visuals after tengu fight
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 8.7 KiB |
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@ -270,12 +270,12 @@ public class NewPrisonBossLevel extends Level {
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W, e, e, e, e, e, e, e, e, W, W, W, W, W,
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e, e, e, e, e, e, e, e, e, e, e, e, W, W,
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e, e, e, e, e, e, e, e, e, e, e, e, e, W,
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e, e, e, e, C, C, C, C, C, C, e, e, e, W,
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e, W, C, C, C, C, C, C, C, C, C, e, e, W,
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e, e, e, e, C, C, C, C, C, C, C, C, e, W,
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e, e, e, e, e, e, e, C, C, C, C, C, e, W,
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e, e, e, C, C, C, C, C, C, C, C, e, e, W,
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e, W, C, C, C, C, C, C, C, C, C, C, e, W,
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e, e, e, C, C, C, C, C, C, C, C, C, e, W,
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e, e, e, e, e, C, C, C, C, C, C, C, e, W,
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e, e, e, e, e, e, e, W, W, W, C, C, C, W,
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e, e, e, e, e, e, W, W, W, W, C, C, C, W,
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W, e, e, e, e, e, W, W, W, W, C, C, C, W,
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W, e, e, e, e, W, W, W, W, W, W, C, C, W,
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W, W, W, W, W, W, W, W, W, W, W, C, C, W,
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W, W, W, W, W, W, W, W, W, W, W, C, C, W,
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@ -302,6 +302,16 @@ public class NewPrisonBossLevel extends Level {
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}
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}
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CustomTilemap vis = new exitVisual();
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vis.pos(11, 10);
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customTiles.add(vis);
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GameScene.add(vis, false);
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vis = new exitVisualWalls();
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vis.pos(11, 10);
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customWalls.add(vis);
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GameScene.add(vis, true);
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Painter.set(this, tenguCell.left+4, tenguCell.top, Terrain.DOOR);
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int cell = pointToCell(endStart);
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@ -443,16 +453,6 @@ public class NewPrisonBossLevel extends Level {
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unseal();
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CustomTilemap vis = new exitVisual();
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vis.pos(11, 9);
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customTiles.add(vis);
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GameScene.add(vis, false);
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vis = new exitVisualWalls();
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vis.pos(12, 9);
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customWalls.add(vis);
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GameScene.add(vis, true);
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Dungeon.hero.interrupt();
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Dungeon.hero.pos = tenguCell.left+4 + (tenguCell.top+2)*width();
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Dungeon.hero.sprite.interruptMotion();
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@ -731,19 +731,36 @@ public class NewPrisonBossLevel extends Level {
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{
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texture = Assets.PRISON_EXIT_NEW;
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tileW = 13;
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tileH = 24;
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tileW = 14;
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tileH = 11;
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}
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final int TEX_WIDTH = 512;
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final int TEX_WIDTH = 256;
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private static byte[] render = new byte[]{
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0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
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1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
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1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
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1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0,
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1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
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1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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@Override
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public Tilemap create() {
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Tilemap v = super.create();
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v.map(mapSimpleImage(0, 0, TEX_WIDTH), tileW);
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int[] data = mapSimpleImage(0, 0, TEX_WIDTH);
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for (int i = 0; i < data.length; i++){
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if (render[i] == 0) data[i] = -1;
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}
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v.map(data, tileW);
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return v;
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}
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}
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public static class exitVisualWalls extends CustomTilemap {
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@ -751,19 +768,47 @@ public class NewPrisonBossLevel extends Level {
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{
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texture = Assets.PRISON_EXIT_NEW;
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tileW = 13;
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tileH = 24;
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tileW = 14;
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tileH = 22;
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}
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final int TEX_WIDTH = 512;
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final int TEX_WIDTH = 256;
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private static byte[] render = new byte[]{
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0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1,
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0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1
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};
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@Override
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public Tilemap create() {
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Tilemap v = super.create();
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v.map(mapSimpleImage(13, 0, TEX_WIDTH), tileW);
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int[] data = mapSimpleImage(0, 10, TEX_WIDTH);
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for (int i = 0; i < data.length; i++){
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if (render[i] == 0) data[i] = -1;
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}
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v.map(data, tileW);
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return v;
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}
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}
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}
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