v0.3.1: the descending gong sound now only plays when actually descending.

This commit is contained in:
Evan Debenham 2015-07-23 17:29:10 -04:00
parent 0835656d2f
commit 95a3833448

View File

@ -260,11 +260,13 @@ public class GameScene extends PixelScene {
log.setRect( 0, toolbar.top(), attack.left(), 0 ); log.setRect( 0, toolbar.top(), attack.left(), 0 );
add( log ); add( log );
if (Dungeon.depth < Statistics.deepestFloor) if (Dungeon.depth <= Statistics.deepestFloor) {
GLog.i( TXT_WELCOME_BACK, Dungeon.depth ); GLog.i(TXT_WELCOME_BACK, Dungeon.depth);
else } else {
GLog.i( TXT_WELCOME, Dungeon.depth ); GLog.i(TXT_WELCOME, Dungeon.depth);
Sample.INSTANCE.play( Assets.SND_DESCEND ); Sample.INSTANCE.play(Assets.SND_DESCEND);
}
switch (Dungeon.level.feeling) { switch (Dungeon.level.feeling) {
case CHASM: case CHASM:
GLog.w( TXT_CHASM ); GLog.w( TXT_CHASM );
@ -326,6 +328,7 @@ public class GameScene extends PixelScene {
break; break;
default: default:
} }
InterlevelScene.mode = InterlevelScene.Mode.CONTINUE;
ArrayList<Item> dropped = Dungeon.droppedItems.get( Dungeon.depth ); ArrayList<Item> dropped = Dungeon.droppedItems.get( Dungeon.depth );
if (dropped != null) { if (dropped != null) {