v0.6.5: fixed heroes spending turns before actually unlocking something

This commit is contained in:
Evan Debenham 2018-05-01 01:45:00 -04:00 committed by Evan Debenham
parent af8a748a85
commit d5cae08601

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@ -745,7 +745,6 @@ public class Hero extends Char {
Sample.INSTANCE.play( Assets.SND_UNLOCK ); Sample.INSTANCE.play( Assets.SND_UNLOCK );
} }
spend( Key.TIME_TO_UNLOCK );
sprite.operate( dst ); sprite.operate( dst );
} else { } else {
@ -785,7 +784,6 @@ public class Hero extends Char {
if (hasKey) { if (hasKey) {
spend( Key.TIME_TO_UNLOCK );
sprite.operate( doorCell ); sprite.operate( doorCell );
Sample.INSTANCE.play( Assets.SND_UNLOCK ); Sample.INSTANCE.play( Assets.SND_UNLOCK );
@ -1459,6 +1457,7 @@ public class Hero extends Char {
Level.set( doorCell, door == Terrain.LOCKED_DOOR ? Terrain.DOOR : Terrain.UNLOCKED_EXIT ); Level.set( doorCell, door == Terrain.LOCKED_DOOR ? Terrain.DOOR : Terrain.UNLOCKED_EXIT );
GameScene.updateMap( doorCell ); GameScene.updateMap( doorCell );
spend( Key.TIME_TO_UNLOCK );
} else if (curAction instanceof HeroAction.OpenChest) { } else if (curAction instanceof HeroAction.OpenChest) {
@ -1472,6 +1471,7 @@ public class Hero extends Char {
} }
GameScene.updateKeyDisplay(); GameScene.updateKeyDisplay();
heap.open( this ); heap.open( this );
spend( Key.TIME_TO_UNLOCK );
} }
curAction = null; curAction = null;