v0.3.2: reworked floor 10 and the tengu fight (lots of changes)
This commit is contained in:
parent
c1356e0752
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da0e6c686c
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assets/custom_tiles/prison_exit.png
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assets/custom_tiles/prison_exit.png
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After Width: | Height: | Size: 4.0 KiB |
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@ -112,6 +112,7 @@ public class Assets {
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public static final String WEAK_FLOOR = "custom_tiles/weak_floor.png";
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public static final String PRISON_QUEST = "custom_tiles/prison_quests.png";
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public static final String PRISON_EXIT = "custom_tiles/prison_exit.png";
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public static final String BUFFS_SMALL = "buffs.png";
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public static final String BUFFS_LARGE = "large_buffs.png";
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@ -102,7 +102,7 @@ public abstract class Actor implements Bundlable {
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private static HashSet<Char> chars = new HashSet<>();
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private static Actor current;
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private static SparseArray<Actor> ids = new SparseArray<Actor>();
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private static SparseArray<Actor> ids = new SparseArray<>();
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private static float now = 0;
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@ -231,7 +231,7 @@ public abstract class Actor implements Bundlable {
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ids.put( actor.id(), actor );
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all.add( actor );
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actor.time += time;
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actor.time = time;
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actor.onAdd();
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if (actor instanceof Char) {
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@ -24,13 +24,13 @@ import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.LloydsBeacon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonBossLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BossHealthBar;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Badges.Badge;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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@ -39,7 +39,6 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.TomeOfMastery;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfPsionicBlast;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death;
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@ -62,13 +61,17 @@ public class Tengu extends Mob {
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HP = HT = 120;
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EXP = 20;
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defenseSkill = 20;
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HUNTING = new Hunting();
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flying = true; //doesn't literally fly, but he is fleet-of-foot enough to avoid hazards
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}
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private int timeToJump = JUMP_DELAY;
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@Override
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public int damageRoll() {
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return Random.NormalIntRange( 8, 15 );
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return Random.NormalIntRange( 6, 12 );
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}
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@Override
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@ -80,7 +83,26 @@ public class Tengu extends Mob {
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public int dr() {
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return 5;
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}
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@Override
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public void damage(int dmg, Object src) {
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if (dmg > HP) {
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((PrisonBossLevel)Dungeon.level).progress();
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return;
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}
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int beforeHitHP = HP;
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super.damage(dmg, src);
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//phase 1 of the fight is over
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if (beforeHitHP > HT/2 && HP <= HT/2){
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HP = HT/2;
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yell("Let's make this interesting...");
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((PrisonBossLevel)Dungeon.level).progress();
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BossHealthBar.bleed(true);
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}
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}
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@Override
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public void die( Object cause ) {
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@ -89,7 +111,6 @@ public class Tengu extends Mob {
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}
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GameScene.bossSlain();
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Dungeon.level.drop( new SkeletonKey( Dungeon.depth ), pos ).sprite.drop();
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super.die( cause );
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Badges.validateBossSlain();
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@ -121,7 +142,7 @@ public class Tengu extends Mob {
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@Override
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protected boolean doAttack( Char enemy ) {
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timeToJump--;
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if (timeToJump <= 0 && Level.adjacent( pos, enemy.pos )) {
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if (timeToJump <= 0) {
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jump();
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return true;
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} else {
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@ -131,28 +152,40 @@ public class Tengu extends Mob {
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private void jump() {
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timeToJump = JUMP_DELAY;
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for (int i=0; i < 4; i++) {
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for (int i=0; i < 3; i++) {
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int trapPos;
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do {
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trapPos = Random.Int( Level.LENGTH );
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} while (!Level.fieldOfView[trapPos] || !Level.passable[trapPos]);
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} while (!Level.fieldOfView[trapPos] || Level.solid[trapPos]);
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if (Dungeon.level.map[trapPos] == Terrain.INACTIVE_TRAP) {
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Dungeon.level.setTrap( new PoisonTrap().reveal(), trapPos );
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Dungeon.level.setTrap( new SpearTrap().reveal(), trapPos );
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Level.set( trapPos, Terrain.TRAP );
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ScrollOfMagicMapping.discover( trapPos );
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}
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}
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int newPos;
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do {
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newPos = Random.Int( Level.LENGTH );
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} while (
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!Level.fieldOfView[newPos] ||
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!Level.passable[newPos] ||
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Level.adjacent( newPos, enemy.pos ) ||
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Actor.findChar( newPos ) != null);
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//if we're in phase 1, want to warp around within the room
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if (HP > HT/2) {
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do {
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newPos = Random.Int(Level.LENGTH);
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} while (
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!Level.fieldOfView[newPos] ||
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Level.solid[newPos] ||
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Level.adjacent(newPos, enemy.pos) ||
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Actor.findChar(newPos) != null);
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//otherwise go wherever, as long as it's a little bit away
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} else {
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do {
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newPos = Random.Int(Level.LENGTH);
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} while (
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Level.solid[newPos] ||
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Level.distance(newPos, enemy.pos) < 8 ||
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Actor.findChar(newPos) != null);
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}
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sprite.move( pos, newPos );
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move( newPos );
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@ -169,7 +202,12 @@ public class Tengu extends Mob {
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public void notice() {
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super.notice();
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BossHealthBar.assignBoss(this);
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yell("Gotcha, " + Dungeon.hero.givenName() + "!");
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if (HP <= HT/2) BossHealthBar.bleed(true);
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if (HP == HT) {
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yell("You're mine, " + Dungeon.hero.givenName() + "!");
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} else {
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yell("Face me, " + Dungeon.hero.givenName() + "!");
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}
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}
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@Override
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@ -179,7 +217,7 @@ public class Tengu extends Mob {
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"These assassins are noted for extensive use of shuriken and traps.";
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}
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private static final HashSet<Class<?>> RESISTANCES = new HashSet<Class<?>>();
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private static final HashSet<Class<?>> RESISTANCES = new HashSet<>();
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static {
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RESISTANCES.add( ToxicGas.class );
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RESISTANCES.add( Poison.class );
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@ -196,5 +234,29 @@ public class Tengu extends Mob {
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public void restoreFromBundle(Bundle bundle) {
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super.restoreFromBundle(bundle);
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BossHealthBar.assignBoss(this);
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if (HP <= HT/2) BossHealthBar.bleed(true);
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}
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//tengu is always hunting
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private class Hunting extends Mob.Hunting{
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@Override
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public boolean act(boolean enemyInFOV, boolean justAlerted) {
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enemySeen = enemyInFOV;
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if (enemyInFOV && !isCharmedBy( enemy ) && canAttack( enemy )) {
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return doAttack( enemy );
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} else {
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if (enemyInFOV) {
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target = enemy.pos;
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}
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spend( TICK );
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return true;
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}
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}
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}
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}
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@ -579,8 +579,8 @@ public abstract class Level implements Bundlable {
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return null;
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}
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private void buildFlagMaps() {
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protected void buildFlagMaps() {
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for (int i=0; i < LENGTH; i++) {
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int flags = Terrain.flags[map[i]];
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@ -633,7 +633,7 @@ public abstract class Level implements Bundlable {
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}
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}
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private void cleanWalls() {
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protected void cleanWalls() {
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for (int i=0; i < LENGTH; i++) {
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boolean d = false;
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@ -21,41 +21,47 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Tengu;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.ui.CustomTileVisual;
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import com.shatteredpixel.shatteredpixeldungeon.ui.HealthIndicator;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Graph;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import java.util.List;
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import java.util.ArrayList;
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public class PrisonBossLevel extends RegularLevel {
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public class PrisonBossLevel extends Level {
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{
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color1 = 0x6a723d;
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color2 = 0x88924c;
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}
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private enum State{
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START,
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FIGHT_START,
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MAZE,
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FIGHT_ARENA,
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WON
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}
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private Room anteroom;
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private int arenaDoor;
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private boolean enteredArena = false;
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private boolean keyDropped = false;
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private State state;
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private Tengu tengu;
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//we keep track of torches so we can kill them as needed when layouts change.
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private ArrayList<PrisonLevel.Torch> torches = new ArrayList<>();
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@Override
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public String tilesTex() {
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@ -67,297 +73,109 @@ public class PrisonBossLevel extends RegularLevel {
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return Assets.WATER_PRISON;
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}
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private static final String ARENA = "arena";
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private static final String DOOR = "door";
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private static final String ENTERED = "entered";
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private static final String DROPPED = "droppped";
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private static final String STATE = "state";
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private static final String TENGU = "tengu";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( ARENA, roomExit );
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bundle.put( DOOR, arenaDoor );
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bundle.put( ENTERED, enteredArena );
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bundle.put( DROPPED, keyDropped );
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super.storeInBundle(bundle);
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bundle.put( STATE, state );
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bundle.put( TENGU, tengu );
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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roomExit = (Room)bundle.get( ARENA );
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arenaDoor = bundle.getInt( DOOR );
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enteredArena = bundle.getBoolean( ENTERED );
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keyDropped = bundle.getBoolean( DROPPED );
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super.restoreFromBundle(bundle);
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state = bundle.getEnum( STATE, State.class );
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//in some states tengu won't be in the world, in others he will be.
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if (state == State.START || state == State.MAZE) {
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tengu = (Tengu)bundle.get( TENGU );
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} else {
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for (Mob mob : mobs){
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if (mob instanceof Tengu) {
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tengu = (Tengu) mob;
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break;
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}
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}
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}
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}
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@Override
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protected boolean build() {
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initRooms();
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int distance;
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int retry = 0;
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map = MAP_START;
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decorate();
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do {
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if (retry++ > 10) {
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return false;
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}
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int innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomEntrance = Random.element( rooms );
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} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
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innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomExit = Random.element( rooms );
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} while (
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roomExit == roomEntrance ||
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roomExit.width() < 7 ||
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roomExit.height() < 7 ||
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roomExit.top == 0);
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Graph.buildDistanceMap( rooms, roomExit );
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distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
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} while (distance < 3);
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roomEntrance.type = Type.ENTRANCE;
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roomExit.type = Type.BOSS_EXIT;
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List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
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Graph.setPrice( path, roomEntrance.distance );
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Graph.buildDistanceMap( rooms, roomExit );
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path = Graph.buildPath( rooms, roomEntrance, roomExit );
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anteroom = path.get( path.size() - 2 );
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anteroom.type = Type.STANDARD;
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buildFlagMaps();
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cleanWalls();
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state = State.START;
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entrance = 5+2*32;
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exit = 0;
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resetTraps();
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Room room = roomEntrance;
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for (Room next : path) {
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room.connect( next );
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room = next;
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}
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for (Room r : rooms) {
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if (r.type == Type.NULL && r.connected.size() > 0) {
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r.type = Type.PASSAGE;
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}
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}
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paint();
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Room r = (Room)roomExit.connected.keySet().toArray()[0];
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if (roomExit.connected.get( r ).y == roomExit.top) {
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return false;
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}
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paintWater();
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paintGrass();
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placeTraps();
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return true;
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}
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protected boolean[] water() {
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return Patch.generate( 0.45f, 5 );
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}
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protected boolean[] grass() {
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return Patch.generate( 0.30f, 4 );
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}
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protected void paintDoors( Room r ) {
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for (Room n : r.connected.keySet()) {
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if (r.type == Type.NULL) {
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continue;
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}
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Point door = r.connected.get( n );
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if (r.type == Room.Type.PASSAGE && n.type == Room.Type.PASSAGE) {
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Painter.set( this, door, Terrain.EMPTY );
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} else {
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Painter.set( this, door, Terrain.DOOR );
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}
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}
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}
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@Override
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protected void placeTraps() {
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int nTraps = nTraps();
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|
||||
for (int i=0; i < nTraps; i++) {
|
||||
|
||||
int trapPos = Random.Int( LENGTH );
|
||||
|
||||
if (map[trapPos] == Terrain.EMPTY) {
|
||||
map[trapPos] = Terrain.TRAP;
|
||||
setTrap( new PoisonTrap().reveal(), trapPos );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void decorate() {
|
||||
|
||||
for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
|
||||
if (map[i] == Terrain.EMPTY) {
|
||||
|
||||
float c = 0.15f;
|
||||
if (map[i + 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i - 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i + 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i - 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
|
||||
if (Random.Float() < c) {
|
||||
map[i] = Terrain.EMPTY_DECO;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i=0; i < WIDTH; i++) {
|
||||
if (map[i] == Terrain.WALL &&
|
||||
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
|
||||
Random.Int( 4 ) == 0) {
|
||||
|
||||
map[i] = Terrain.WALL_DECO;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
|
||||
if (map[i] == Terrain.WALL &&
|
||||
map[i - WIDTH] == Terrain.WALL &&
|
||||
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
|
||||
Random.Int( 2 ) == 0) {
|
||||
|
||||
map[i] = Terrain.WALL_DECO;
|
||||
}
|
||||
}
|
||||
|
||||
placeSign();
|
||||
|
||||
Point door = roomExit.entrance();
|
||||
arenaDoor = door.x + door.y * WIDTH;
|
||||
Painter.set( this, arenaDoor, Terrain.LOCKED_DOOR );
|
||||
|
||||
Painter.fill( this,
|
||||
roomExit.left + 2,
|
||||
roomExit.top + 2,
|
||||
roomExit.width() - 3,
|
||||
roomExit.height() - 3,
|
||||
Terrain.INACTIVE_TRAP );
|
||||
|
||||
for (int cell : roomExit.getCells()){
|
||||
if (map[cell] == Terrain.INACTIVE_TRAP){
|
||||
Trap t = new PoisonTrap().reveal();
|
||||
t.active = false;
|
||||
setTrap(t, cell);
|
||||
}
|
||||
}
|
||||
//do nothing, all decorations are hard-coded.
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
protected void createMobs() {
|
||||
tengu = new Tengu(); //We want to keep track of tengu independently of other mobs, he's not always in the level.
|
||||
}
|
||||
|
||||
public Actor respawner() {
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
protected void createItems() {
|
||||
int keyPos = 1+8*32; //initial position at top-left room
|
||||
|
||||
int keyPos = anteroom.random();
|
||||
while (!passable[keyPos]) {
|
||||
keyPos = anteroom.random();
|
||||
}
|
||||
drop( new IronKey( Dungeon.depth ), keyPos ).type = Heap.Type.CHEST;
|
||||
|
||||
Item item = Bones.get();
|
||||
if (item != null) {
|
||||
int pos;
|
||||
do {
|
||||
pos = roomEntrance.random();
|
||||
} while (pos == entrance || map[pos] == Terrain.SIGN);
|
||||
drop( item, pos ).type = Heap.Type.REMAINS;
|
||||
}
|
||||
//randomly assign a room.
|
||||
keyPos += Random.Int(4)*(4*32); //one of the 4 rows
|
||||
keyPos += Random.Int(2)*6; // one of the 2 columns
|
||||
|
||||
//and then a certain tile in that room.
|
||||
keyPos += Random.Int(3) + Random.Int(3)*32;
|
||||
|
||||
drop(new IronKey(10), keyPos);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void press( int cell, Char ch ) {
|
||||
|
||||
super.press( cell, ch );
|
||||
|
||||
if (ch == Dungeon.hero && !enteredArena && roomExit.inside( cell )) {
|
||||
|
||||
enteredArena = true;
|
||||
seal();
|
||||
|
||||
int pos;
|
||||
do {
|
||||
pos = roomExit.random();
|
||||
} while (pos == cell || Actor.findChar( pos ) != null);
|
||||
|
||||
Mob boss = Bestiary.mob( Dungeon.depth );
|
||||
boss.state = boss.HUNTING;
|
||||
boss.pos = pos;
|
||||
GameScene.add( boss );
|
||||
boss.notice();
|
||||
|
||||
mobPress( boss );
|
||||
|
||||
set( arenaDoor, Terrain.LOCKED_DOOR );
|
||||
GameScene.updateMap( arenaDoor );
|
||||
Dungeon.observe();
|
||||
|
||||
super.press(cell, ch);
|
||||
|
||||
if (ch == Dungeon.hero){
|
||||
//hero enters tengu's chamber
|
||||
if (state == State.START
|
||||
&& ((Room)new Room().set(2, 25, 8, 32)).inside(cell)){
|
||||
progress();
|
||||
}
|
||||
|
||||
//hero finishes the maze
|
||||
else if (state == State.MAZE
|
||||
&& ((Room)new Room().set(4, 1, 7, 4)).inside(cell)){
|
||||
progress();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public Heap drop( Item item, int cell ) {
|
||||
|
||||
if (!keyDropped && item instanceof SkeletonKey) {
|
||||
|
||||
keyDropped = true;
|
||||
unseal();
|
||||
|
||||
set( arenaDoor, Terrain.DOOR );
|
||||
GameScene.updateMap( arenaDoor );
|
||||
Dungeon.observe();
|
||||
}
|
||||
|
||||
return super.drop( item, cell );
|
||||
}
|
||||
|
||||
@Override
|
||||
public int randomRespawnCell() {
|
||||
return roomEntrance.random();
|
||||
return 5+3*32;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -366,7 +184,7 @@ public class PrisonBossLevel extends RegularLevel {
|
|||
case Terrain.WATER:
|
||||
return "Dark cold water.";
|
||||
default:
|
||||
return super.tileName( tile );
|
||||
return super.tileName(tile);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -376,12 +194,309 @@ public class PrisonBossLevel extends RegularLevel {
|
|||
case Terrain.EMPTY_DECO:
|
||||
return "There are old blood stains on the floor.";
|
||||
default:
|
||||
return super.tileDesc( tile );
|
||||
return super.tileDesc(tile);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void resetTraps(){
|
||||
for (Trap trap : traps.values()){
|
||||
trap.sprite.kill();
|
||||
}
|
||||
traps.clear();
|
||||
|
||||
for (int i = 0; i < Level.LENGTH; i++){
|
||||
if (map[i] == Terrain.INACTIVE_TRAP) {
|
||||
Trap t = new SpearTrap().reveal();
|
||||
t.active = false;
|
||||
setTrap(t, i);
|
||||
map[i] = Terrain.INACTIVE_TRAP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void changeMap(int[] map){
|
||||
this.map = map;
|
||||
GameScene.resetMap();
|
||||
buildFlagMaps();
|
||||
cleanWalls();
|
||||
|
||||
exit = entrance = 0;
|
||||
for (int i = 0; i < LENGTH; i ++)
|
||||
if (map[i] == Terrain.ENTRANCE)
|
||||
entrance = i;
|
||||
else if (map[i] == Terrain.EXIT)
|
||||
exit = i;
|
||||
|
||||
visited = mapped = new boolean[LENGTH];
|
||||
addVisuals(ShatteredPixelDungeon.scene());
|
||||
resetTraps();
|
||||
|
||||
for (Heap h : heaps.values().toArray(new Heap[heaps.values().size()])){
|
||||
h.destroy();
|
||||
}
|
||||
|
||||
Dungeon.observe();
|
||||
}
|
||||
|
||||
public void progress(){
|
||||
switch (state){
|
||||
//moving to the beginning of the fight
|
||||
case START:
|
||||
seal();
|
||||
set(5 + 25 * 32, Terrain.LOCKED_DOOR);
|
||||
GameScene.updateMap(5 + 25 * 32);
|
||||
|
||||
tengu.state = tengu.HUNTING;
|
||||
tengu.pos = 5 + 28*32; //in the middle of the fight room
|
||||
GameScene.add( tengu );
|
||||
tengu.notice();
|
||||
|
||||
state = State.FIGHT_START;
|
||||
break;
|
||||
|
||||
//halfway through, move to the maze
|
||||
case FIGHT_START:
|
||||
|
||||
changeMap(MAP_MAZE);
|
||||
|
||||
Actor.remove(tengu);
|
||||
mobs.remove(tengu);
|
||||
HealthIndicator.instance.target(null);
|
||||
tengu.sprite.kill();
|
||||
|
||||
GameScene.flash(0xFFFFFF);
|
||||
Sample.INSTANCE.play(Assets.SND_BLAST);
|
||||
|
||||
state = State.MAZE;
|
||||
break;
|
||||
|
||||
//maze beaten, moving to the arena
|
||||
case MAZE:
|
||||
Dungeon.hero.interrupt();
|
||||
Dungeon.hero.pos += 106;
|
||||
Dungeon.hero.sprite.interruptMotion();
|
||||
Dungeon.hero.sprite.place(Dungeon.hero.pos);
|
||||
|
||||
changeMap(MAP_ARENA);
|
||||
|
||||
tengu.state = tengu.HUNTING;
|
||||
do {
|
||||
tengu.pos = Random.Int(LENGTH);
|
||||
} while (solid[tengu.pos] || distance(tengu.pos, Dungeon.hero.pos) < 8);
|
||||
GameScene.add(tengu);
|
||||
tengu.notice();
|
||||
|
||||
state = State.FIGHT_ARENA;
|
||||
break;
|
||||
|
||||
//arena ended, fight over.
|
||||
case FIGHT_ARENA:
|
||||
unseal();
|
||||
|
||||
CustomTileVisual vis = new exitVisual();
|
||||
vis.pos(7, 7);
|
||||
customTiles.add(vis);
|
||||
((GameScene)ShatteredPixelDungeon.scene()).addCustomTile(vis);
|
||||
|
||||
Dungeon.hero.interrupt();
|
||||
Dungeon.hero.pos = 5+27*32;
|
||||
Dungeon.hero.sprite.interruptMotion();
|
||||
Dungeon.hero.sprite.place(Dungeon.hero.pos);
|
||||
|
||||
changeMap(MAP_END);
|
||||
|
||||
tengu.pos = 5+28*32;
|
||||
tengu.sprite.interruptMotion();
|
||||
tengu.sprite.place(5 + 28 * 32);
|
||||
tengu.die(Dungeon.hero);
|
||||
|
||||
state = State.WON;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void addVisuals( Scene scene ) {
|
||||
PrisonLevel.addVisuals( this, scene );
|
||||
super.addVisuals(scene);
|
||||
//kill old torches before adding new ones
|
||||
for (PrisonLevel.Torch t : torches.toArray(new PrisonLevel.Torch[torches.size()])){
|
||||
t.kill();
|
||||
torches.remove(t);
|
||||
}
|
||||
|
||||
for (int i=0; i < LENGTH; i++) {
|
||||
if (map[i] == Terrain.WALL_DECO) {
|
||||
PrisonLevel.Torch t = new PrisonLevel.Torch( i );
|
||||
torches.add(t);
|
||||
scene.add( t );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static final int W = Terrain.WALL;
|
||||
private static final int D = Terrain.DOOR;
|
||||
private static final int L = Terrain.LOCKED_DOOR;
|
||||
private static final int _ = Terrain.EMPTY; //for readability
|
||||
private static final int S = Terrain.SIGN;
|
||||
|
||||
private static final int T = Terrain.INACTIVE_TRAP;
|
||||
|
||||
private static final int E = Terrain.ENTRANCE;
|
||||
private static final int X = Terrain.EXIT;
|
||||
|
||||
private static final int M = Terrain.WALL_DECO;
|
||||
|
||||
private static final int[] MAP_START =
|
||||
{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, E, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, S, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, D, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, M, W, L, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
|
||||
|
||||
//TODO: while this hardcoded maze is nice, it would be better to have it random each time.
|
||||
private static final int[] MAP_MAZE =
|
||||
{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
_, _, _, D, _, _, _, D, _, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
|
||||
W, W, W, W, W, M, W, W, W, W, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
|
||||
W, W, W, W, W, D, W, W, W, W, W, W, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
|
||||
W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, W, W, W, W, _, W, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, _, _, _, _, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, _, W, _, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, W, _, W, _, W, _, W, _, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, W, W, W, W, W, W, _, W, _, W, _, W, _, W, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, _, _, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, _, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, W, W, _, W, _, W, _, W, _, W, _, W, W, W, _, W, W, W, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, W, W, _, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, _, W, W, W, W, W, _, W, W, W, _, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, W, M, W, W, _, W, W, M, _, W, _, W, _, W, W, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W,
|
||||
W, W, W, W, W, _, W, W, W, _, W, _, _, _, W, _, W, _, W, _, _, _, _, _, _, _, W, _, W, _, W, W,
|
||||
W, W, W, M, W, D, W, M, W, _, W, W, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, W,
|
||||
W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
|
||||
W, W, W, T, T, T, T, T, W, _, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, _, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, W,
|
||||
W, W, W, T, T, T, T, T, W, _, W, _, W, _, W, W, W, _, W, W, W, W, W, _, W, W, W, W, W, _, W, W,
|
||||
W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
|
||||
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
|
||||
|
||||
private static final int[] MAP_ARENA =
|
||||
{ W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W,
|
||||
W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W,
|
||||
W, _, _, _, _, _, W, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, M, W, _, _, _, _, _, _, D, _, _, _, D, _, _, _, _, _, _, W, M, _, _, _, _, W, W,
|
||||
W, _, _, W, W, W, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, W, W, W, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, W, W,
|
||||
W, _, _, W, W, D, W, W, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, W, W, D, W, W, _, _, W, W,
|
||||
W, _, W, W, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, W, W, _, W, W,
|
||||
W, _, W, M, _, _, _, M, W, _, _, _, _, _, _, M, _, _, _, _, _, _, W, M, _, _, _, M, W, _, W, W,
|
||||
W, _, W, W, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, W, W, _, W, W,
|
||||
W, _, _, W, W, D, W, W, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, W, W, D, W, W, _, _, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, W, W, _, _, _, _, _, W, W, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
|
||||
W, _, _, W, W, W, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, W, W, W, _, _, W, W,
|
||||
W, _, _, _, _, M, W, _, _, _, _, _, _, D, _, _, _, D, _, _, _, _, _, _, W, M, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, W, _, _, _, _, _, W, W, _, _, _, W, W, _, _, _, _, _, W, _, _, _, _, _, W, W,
|
||||
W, _, _, _, _, _, W, _, _, _, _, _, _, W, W, M, W, W, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
|
||||
W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W,
|
||||
W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W,
|
||||
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
|
||||
|
||||
private static final int[] MAP_END =
|
||||
{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, E, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, S, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, D, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, _, W, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, X, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, _, W, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, D, _, D, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, _, _, _, W, _, W, _, _, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, M, W, W, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, M, W, D, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
|
||||
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
|
||||
|
||||
|
||||
public static class exitVisual extends CustomTileVisual{
|
||||
|
||||
{
|
||||
name = "prison exit";
|
||||
|
||||
tx = Assets.PRISON_EXIT;
|
||||
txX = txY = 0;
|
||||
tileW = tileH = 16;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String desc() {
|
||||
return super.desc();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -151,25 +151,21 @@ public class PrisonLevel extends RegularLevel {
|
|||
case Terrain.BOOKSHELF:
|
||||
return "This is probably a vestige of a prison library. Might it burn?";
|
||||
default:
|
||||
return super.tileDesc( tile );
|
||||
return super.tileDesc(tile);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void addVisuals( Scene scene ) {
|
||||
super.addVisuals( scene );
|
||||
addVisuals( this, scene );
|
||||
}
|
||||
|
||||
public static void addVisuals( Level level, Scene scene ) {
|
||||
super.addVisuals(scene);
|
||||
for (int i=0; i < LENGTH; i++) {
|
||||
if (level.map[i] == Terrain.WALL_DECO) {
|
||||
if (map[i] == Terrain.WALL_DECO) {
|
||||
scene.add( new Torch( i ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static class Torch extends Emitter {
|
||||
public static class Torch extends Emitter {
|
||||
|
||||
private int pos;
|
||||
|
||||
|
|
|
@ -628,7 +628,14 @@ public class GameScene extends PixelScene {
|
|||
public static void pickUp( Item item ) {
|
||||
scene.toolbar.pickup( item );
|
||||
}
|
||||
|
||||
|
||||
public static void resetMap() {
|
||||
if (scene != null) {
|
||||
scene.tiles.map(Dungeon.level.map, Level.WIDTH );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public static void updateMap() {
|
||||
if (scene != null) {
|
||||
scene.tiles.updated.set( 0, 0, Level.WIDTH, Level.HEIGHT );
|
||||
|
|
Loading…
Reference in New Issue
Block a user