v0.3.5: (sort of) fixed distortion traps messing with weak floor rooms
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@ -168,8 +168,9 @@ public abstract class Level implements Bundlable {
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public int color1 = 0x004400;
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public int color2 = 0x88CC44;
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//FIXME this is sloppy. Should be able to keep track of this without static variables
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protected static boolean pitRoomNeeded = false;
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protected static boolean weakFloorCreated = false;
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public static boolean weakFloorCreated = false;
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private static final String VERSION = "version";
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private static final String MAP = "map";
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@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndError;
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@ -279,6 +280,8 @@ public class InterlevelScene extends PixelScene {
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Dungeon.depth--;
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Level level = Dungeon.newLevel();
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//FIXME this only partially addresses issues regarding weak floors.
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RegularLevel.weakFloorCreated = false;
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Dungeon.switchLevel( level, level.entrance );
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}
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