v0.7.5: improved and optimized visuals after tengu fight

This commit is contained in:
Evan Debenham 2019-09-29 03:42:00 -04:00
parent 2f48f56063
commit 8771f5373d
2 changed files with 70 additions and 25 deletions

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