v0.4.2: fixed some bugs with tilemap updating
This commit is contained in:
parent
a8e04b51ca
commit
e43e7b995d
|
@ -88,11 +88,17 @@ public class Tilemap extends Visual {
|
|||
|
||||
quads = Quad.createSet( size );
|
||||
|
||||
updated.set( 0, 0, mapWidth, mapHeight );
|
||||
updateMap();
|
||||
}
|
||||
|
||||
//forces a full update, including new buffer and culling recalculation
|
||||
public synchronized void updateMap(){
|
||||
updated.set( 0, 0, mapWidth, mapHeight );
|
||||
if (buffer != null) {
|
||||
buffer.delete();
|
||||
}
|
||||
buffer = null;
|
||||
camX = null;
|
||||
}
|
||||
|
||||
public synchronized void updateMapCell(int cell){
|
||||
|
|
|
@ -233,7 +233,6 @@ public class PrisonBossLevel extends Level {
|
|||
|
||||
private void changeMap(int[] map){
|
||||
this.map = map.clone();
|
||||
GameScene.resetMap();
|
||||
buildFlagMaps();
|
||||
cleanWalls();
|
||||
|
||||
|
@ -251,6 +250,8 @@ public class PrisonBossLevel extends Level {
|
|||
addVisuals(); //this also resets existing visuals
|
||||
resetTraps();
|
||||
|
||||
|
||||
GameScene.resetMap();
|
||||
Dungeon.observe();
|
||||
}
|
||||
|
||||
|
@ -307,9 +308,9 @@ public class PrisonBossLevel extends Level {
|
|||
maze.connected.put(null, new Room.Door(10, 2));
|
||||
maze.connected.put(maze, new Room.Door(20, 29));
|
||||
MazePainter.paint(this, maze);
|
||||
GameScene.resetMap();
|
||||
buildFlagMaps();
|
||||
cleanWalls();
|
||||
GameScene.resetMap();
|
||||
|
||||
GameScene.flash(0xFFFFFF);
|
||||
Sample.INSTANCE.play(Assets.SND_BLAST);
|
||||
|
|
Loading…
Reference in New Issue
Block a user