v0.8.0: reworked Yog's level, boss itself is largely unchanged atm.

This commit is contained in:
Evan Debenham 2020-03-03 16:18:36 -05:00
parent ac578d5595
commit e8e1db5f67
9 changed files with 566 additions and 28 deletions

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@ -46,7 +46,7 @@ import com.shatteredpixel.shatteredpixeldungeon.journal.Notes;
import com.shatteredpixel.shatteredpixeldungeon.levels.CavesLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.CityLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.DeadEndLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.HallsBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.NewHallsBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.HallsLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
@ -295,7 +295,7 @@ public class Dungeon {
level = new HallsLevel();
break;
case 25:
level = new HallsBossLevel();
level = new NewHallsBossLevel();
break;
case 26:
level = new LastLevel();

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@ -135,6 +135,9 @@ public class ShatteredPixelDungeon extends Game {
com.watabou.utils.Bundle.addAlias(
com.shatteredpixel.shatteredpixeldungeon.levels.OldCityBossLevel.class,
"com.shatteredpixel.shatteredpixeldungeon.levels.CityBossLevel" );
com.watabou.utils.Bundle.addAlias(
com.shatteredpixel.shatteredpixeldungeon.levels.OldHallsBossLevel.class,
"com.shatteredpixel.shatteredpixeldungeon.levels.HallsBossLevel" );
}

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@ -0,0 +1,43 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2020 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
//TODO boss implementation
public class YogDzewa extends Yog {
{
HP = HT = 1;
}
@Override
public void die( Object cause ) {
super.die( cause );
Dungeon.level.unseal();
Dungeon.level.heaps.get(pos).destroy();
}
}

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@ -22,13 +22,16 @@
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap;
import com.watabou.noosa.Group;
import com.watabou.noosa.Tilemap;
import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
@ -40,6 +43,8 @@ public class LastLevel extends Level {
{
color1 = 0x801500;
color2 = 0xa68521;
viewDistance = Math.min(4, viewDistance);
}
private int pedestal;
@ -64,51 +69,67 @@ public class LastLevel extends Level {
solid[i] = true;
}
}
for (int i = (height-ROOM_TOP+2)*width; i < length; i++){
passable[i] = avoid[i] = false;
solid[i] = true;
}
for (int i = (height-ROOM_TOP+1)*width; i < length; i++){
if (i % width < 4 || i % width > 12 || i >= (length-width)){
discoverable[i] = false;
} else {
visited[i] = true;
}
}
}
private static final int ROOM_TOP = 10;
@Override
protected boolean build() {
setSize(16, 64);
Arrays.fill( map, Terrain.CHASM );
int mid = width/2;
final int MID = width/2;
Painter.fill( this, 0, height-1, width, 1, Terrain.WALL );
Painter.fill( this, mid - 1, 10, 3, (height-11), Terrain.EMPTY);
Painter.fill( this, mid - 2, height - 3, 5, 1, Terrain.EMPTY);
Painter.fill( this, mid - 3, height - 2, 7, 1, Terrain.EMPTY);
Painter.fill( this, MID - 1, 10, 3, (height-11), Terrain.EMPTY);
Painter.fill( this, MID - 2, height - 3, 5, 1, Terrain.EMPTY);
Painter.fill( this, MID - 3, height - 2, 7, 1, Terrain.EMPTY);
Painter.fill( this, mid - 2, 9, 5, 7, Terrain.EMPTY);
Painter.fill( this, mid - 3, 10, 7, 5, Terrain.EMPTY);
Painter.fill( this, MID - 2, 9, 5, 7, Terrain.EMPTY);
Painter.fill( this, MID - 3, 10, 7, 5, Terrain.EMPTY);
entrance = (height-2) * width() + mid;
entrance = (height-ROOM_TOP) * width() + MID;
Painter.fill(this, 0, height - ROOM_TOP, width, 2, Terrain.WALL);
map[entrance] = Terrain.ENTRANCE;
map[entrance+width] = Terrain.ENTRANCE;
Painter.fill(this, 0, height - ROOM_TOP + 2, width, 8, Terrain.EMPTY);
Painter.fill(this, MID-1, height - ROOM_TOP + 2, 3, 1, Terrain.ENTRANCE);
pedestal = 12*(width()) + mid;
map[pedestal] = Terrain.PEDESTAL;
map[pedestal-1-width()] = map[pedestal+1-width()] = map[pedestal-1+width()] = map[pedestal+1+width()] = Terrain.STATUE_SP;
pedestal = 12*(width()) + MID;
exit = pedestal;
int pos = pedestal;
map[pos-width()] = map[pos-1] = map[pos+1] = map[pos-2] = map[pos+2] = Terrain.WATER;
pos+=width();
map[pos] = map[pos-2] = map[pos+2] = map[pos-3] = map[pos+3] = Terrain.WATER;
pos+=width();
map[pos-3] = map[pos-2] = map[pos-1] = map[pos] = map[pos+1] = map[pos+2] = map[pos+3] = Terrain.WATER;
pos+=width();
map[pos-2] = map[pos+2] = Terrain.WATER;
for (int i=0; i < length(); i++) {
if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
if (map[i] == Terrain.EMPTY && Random.Int( 5 ) == 0) {
map[i] = Terrain.EMPTY_DECO;
}
}
feeling = Feeling.NONE;
CustomTilemap vis = new CustomFloor();
vis.setRect( 5, 0, 7, height - ROOM_TOP);
customTiles.add(vis);
vis = new CenterPieceVisuals();
vis.pos(0, height - ROOM_TOP);
customTiles.add(vis);
vis = new CenterPieceWalls();
vis.pos(0, height - ROOM_TOP-1);
customWalls.add(vis);
return true;
}
@ -190,5 +211,109 @@ public class LastLevel extends Level {
solid[i] = true;
}
}
for (int i = (height-ROOM_TOP+2)*width; i < length; i++){
passable[i] = avoid[i] = false;
solid[i] = true;
}
for (int i = (height-ROOM_TOP+1)*width; i < length; i++){
if (i % width < 4 || i % width > 12 || i >= (length-width)){
discoverable[i] = false;
} else {
visited[i] = true;
}
}
}
public static class CustomFloor extends CustomTilemap {
{
texture = Assets.HALLS_SP;
}
@Override
public Tilemap create() {
Tilemap v = super.create();
int cell = tileX + tileY * Dungeon.level.width();
int[] map = Dungeon.level.map;
int[] data = new int[tileW*tileH];
for (int i = 0; i < data.length; i++){
if (i % tileW == 0){
cell = tileX + (tileY + i / tileW) * Dungeon.level.width();
}
if (map[cell] == Terrain.EMPTY_DECO) {
data[i] = 27;
} else if (map[cell] == Terrain.EMPTY) {
data[i] = 19;
if (map[cell+Dungeon.level.width] == Terrain.CHASM) {
data[i+tileW] = 6;
}
} else if (data[i] == 0) {
data[i] = -1;
}
cell++;
}
v.map( data, tileW );
return v;
}
}
public static class CenterPieceVisuals extends CustomTilemap {
{
texture = Assets.HALLS_SP;
tileW = 16;
tileH = 10;
}
private static final int[] map = new int[]{
-1, -1, -1, -1, -1, -1, -1, -1, 19, -1, -1, -1, -1, -1, -1, -1,
0, 0, 0, 0, 8, 9, 10, 11, 19, 11, 12, 13, 14, 0, 0, 0,
0, 0, 0, 0, 16, 17, 18, 19, 19, 19, 20, 21, 22, 0, 0, 0,
0, 0, 0, 0, 24, 25, 26, 27, 19, 27, 28, 29, 30, 0, 0, 0,
0, 0, 0, 0, 24, 25, 26, 19, 19, 19, 28, 29, 30, 0, 0, 0,
0, 0, 0, 0, 24, 25, 26, 27, 19, 27, 28, 29, 30, 0, 0, 0,
0, 0, 0, 0, 24, 25, 34, 35, 35, 35, 34, 29, 30, 0, 0, 0,
0, 0, 0, 0, 40, 41, 36, 36, 36, 36, 36, 40, 41, 0, 0, 0,
0, 0, 0, 0, 48, 49, 36, 36, 36, 36, 36, 48, 49, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
@Override
public Tilemap create() {
Tilemap v = super.create();
v.map(map, tileW);
return v;
}
}
public static class CenterPieceWalls extends CustomTilemap {
{
texture = Assets.HALLS_SP;
tileW = 16;
tileH = 9;
}
private static final int[] map = new int[]{
4, 4, 4, 4, 4, 4, 4, 5, 7, 3, 4, 4, 4, 4, 4, 4,
0, 0, 0, 0, 0, 0, 0, 1, 15, 2, 0, 0, 0, 0, 0, 0,
-1, -1, -1, -1, -1, -1, -1, -1, 23, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, 32, 33, -1, -1, -1, -1, -1, 32, 33, -1, -1, -1,
-1, -1, -1, -1, 40, 41, -1, -1, -1, -1, -1, 40, 41, -1, -1, -1,
};
@Override
public Tilemap create() {
Tilemap v = super.create();
v.map(map, tileW);
return v;
}
}
}

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@ -0,0 +1,354 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogDzewa;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Yog;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlameParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap;
import com.watabou.noosa.Group;
import com.watabou.noosa.Tilemap;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
public class NewHallsBossLevel extends Level {
{
color1 = 0x801500;
color2 = 0xa68521;
viewDistance = Math.min(4, viewDistance);
}
private static final int WIDTH = 32;
private static final int HEIGHT = 32;
private static final int ROOM_LEFT = WIDTH / 2 - 4;
private static final int ROOM_RIGHT = WIDTH / 2 + 4;
private static final int ROOM_TOP = 8;
private static final int ROOM_BOTTOM = ROOM_TOP + 8;
@Override
public String tilesTex() {
return Assets.TILES_HALLS;
}
@Override
public String waterTex() {
return Assets.WATER_HALLS;
}
@Override
protected boolean build() {
setSize(WIDTH, HEIGHT);
for (int i = 0; i < 5; i++) {
int top;
int bottom;
if (i == 0 || i == 4){
top = Random.IntRange(ROOM_TOP-1, ROOM_TOP+3);
bottom = Random.IntRange(ROOM_BOTTOM+2, ROOM_BOTTOM+6);
} else if (i == 1 || i == 3){
top = Random.IntRange(ROOM_TOP-5, ROOM_TOP-1);
bottom = Random.IntRange(ROOM_BOTTOM+6, ROOM_BOTTOM+10);
} else {
top = Random.IntRange(ROOM_TOP-6, ROOM_TOP-3);
bottom = Random.IntRange(ROOM_BOTTOM+8, ROOM_BOTTOM+12);
}
Painter.fill(this, 4 + i * 5, top, 5, bottom - top + 1, Terrain.EMPTY);
if (i == 2) {
entrance = (6 + i * 5) + (bottom - 1) * width();
}
}
boolean[] patch = Patch.generate(width, height, 0.20f, 0, true);
for (int i = 0; i < length(); i++) {
if (map[i] == Terrain.EMPTY && patch[i]) {
map[i] = Terrain.STATUE;
}
}
map[entrance] = Terrain.ENTRANCE;
Painter.fill(this, ROOM_LEFT-1, ROOM_TOP-1, 11, 11, Terrain.EMPTY );
patch = Patch.generate(width, height, 0.30f, 3, true);
for (int i = 0; i < length(); i++) {
if ((map[i] == Terrain.EMPTY || map[i] == Terrain.STATUE) && patch[i]) {
map[i] = Terrain.WATER;
}
}
for (int i = 0; i < length(); i++) {
if (map[i] == Terrain.EMPTY && Random.Int(4) == 0) {
map[i] = Terrain.EMPTY_DECO;
}
}
Painter.fill(this, ROOM_LEFT, ROOM_TOP, 9, 9, Terrain.EMPTY_SP );
Painter.fill(this, ROOM_LEFT, ROOM_TOP, 9, 2, Terrain.WALL_DECO );
Painter.fill(this, ROOM_LEFT, ROOM_BOTTOM-1, 2, 2, Terrain.WALL_DECO );
Painter.fill(this, ROOM_RIGHT-1, ROOM_BOTTOM-1, 2, 2, Terrain.WALL_DECO );
Painter.fill(this, ROOM_LEFT+3, ROOM_TOP+3, 3, 3, Terrain.EMPTY );
exit = width/2 + ((ROOM_TOP+1) * width);
//map[exit] = Terrain.EXIT;
CustomTilemap vis = new CenterPieceVisuals();
vis.pos(ROOM_LEFT, ROOM_TOP+1);
customTiles.add(vis);
vis = new CenterPieceWalls();
vis.pos(ROOM_LEFT, ROOM_TOP);
customWalls.add(vis);
//basic version of building flag maps for the pathfinder test
for (int i = 0; i < length; i++){
passable[i] = ( Terrain.flags[map[i]] & Terrain.PASSABLE) != 0;
}
//ensures a path to the exit exists
return (PathFinder.getStep(entrance, exit, passable) != -1);
}
@Override
protected void createMobs() {
}
public Actor respawner() {
return null;
}
@Override
protected void createItems() {
Item item = Bones.get();
if (item != null) {
int pos;
do {
pos = Random.IntRange( ROOM_LEFT, ROOM_RIGHT ) + Random.IntRange( ROOM_TOP + 1, ROOM_BOTTOM ) * width();
} while (pos == entrance);
drop( item, pos ).setHauntedIfCursed().type = Heap.Type.REMAINS;
}
}
@Override
public int randomRespawnCell( Char ch ) {
int pos = entrance;
int cell;
do {
cell = pos + PathFinder.NEIGHBOURS8[Random.Int(8)];
} while (!passable[cell]
|| (Char.hasProp(ch, Char.Property.LARGE) && !openSpace[cell])
|| Actor.findChar(cell) != null);
return cell;
}
@Override
public void occupyCell( Char ch ) {
super.occupyCell( ch );
if (map[entrance] == Terrain.ENTRANCE && map[exit] != Terrain.EXIT
&& ch == Dungeon.hero && ch.pos != entrance) {
seal();
}
}
@Override
public void seal() {
set( entrance, Terrain.EMPTY_SP );
GameScene.updateMap( entrance );
CellEmitter.get( entrance ).start( FlameParticle.FACTORY, 0.1f, 10 );
Dungeon.observe();
Yog boss = new YogDzewa();
boss.pos = exit + width*3;
GameScene.add( boss );
//boss.spawnFists();
}
@Override
public void unseal() {
set( entrance, Terrain.ENTRANCE );
GameScene.updateMap( entrance );
set( exit, Terrain.EXIT );
GameScene.updateMap( exit );
CellEmitter.get(exit-1).burst(ShadowParticle.UP, 25);
CellEmitter.get(exit).burst(ShadowParticle.UP, 100);
CellEmitter.get(exit+1).burst(ShadowParticle.UP, 25);
GameScene.flash(0);
for( CustomTilemap t : customTiles){
if (t instanceof CenterPieceVisuals){
((CenterPieceVisuals) t).updateState();
}
}
for( CustomTilemap t : customWalls){
if (t instanceof CenterPieceWalls){
((CenterPieceWalls) t).updateState();
}
}
Dungeon.observe();
}
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return Messages.get(HallsLevel.class, "water_name");
case Terrain.GRASS:
return Messages.get(HallsLevel.class, "grass_name");
case Terrain.HIGH_GRASS:
return Messages.get(HallsLevel.class, "high_grass_name");
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Messages.get(HallsLevel.class, "statue_name");
default:
return super.tileName( tile );
}
}
@Override
public String tileDesc(int tile) {
switch (tile) {
case Terrain.WATER:
return Messages.get(HallsLevel.class, "water_desc");
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Messages.get(HallsLevel.class, "statue_desc");
case Terrain.BOOKSHELF:
return Messages.get(HallsLevel.class, "bookshelf_desc");
default:
return super.tileDesc( tile );
}
}
@Override
public Group addVisuals () {
super.addVisuals();
HallsLevel.addHallsVisuals( this, visuals );
return visuals;
}
public static class CenterPieceVisuals extends CustomTilemap {
{
texture = Assets.HALLS_SP;
tileW = 9;
tileH = 8;
}
private static final int[] map = new int[]{
8, 9, 10, 11, 11, 11, 12, 13, 14,
16, 17, 18, 19, 19, 19, 20, 21, 22,
24, 25, 26, 27, 19, 27, 28, 29, 30,
24, 25, 26, 19, 19, 19, 28, 29, 30,
24, 25, 26, 27, 19, 27, 28, 29, 30,
24, 25, 34, 35, 35, 35, -1, 29, 30,
40, 41, 36, 36, 36, 36, 36, 40, 41,
48, 49, 36, 36, 36, 36, 36, 48, 49
};
@Override
public Tilemap create() {
Tilemap v = super.create();
updateState();
return v;
}
private void updateState(){
if (vis != null){
int[] data = map.clone();
if (Dungeon.level.map[Dungeon.level.exit] == Terrain.EXIT) {
data[4] = 19;
}
vis.map(data, tileW);
}
}
}
public static class CenterPieceWalls extends CustomTilemap {
{
texture = Assets.HALLS_SP;
tileW = 9;
tileH = 9;
}
private static final int[] map = new int[]{
-1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1,
32, 33, -1, -1, -1, -1, -1, 32, 33,
40, 41, -1, -1, -1, -1, -1, 40, 41,
};
@Override
public Tilemap create() {
Tilemap v = super.create();
updateState();
return v;
}
private void updateState(){
if (vis != null){
int[] data = map.clone();
if (Dungeon.level.map[Dungeon.level.exit] == Terrain.EXIT) {
data[3] = 1;
data[4] = 0;
data[5] = 2;
data[13] = 23;
}
vis.map(data, tileW);
}
}
}
}

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@ -40,7 +40,7 @@ import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
public class HallsBossLevel extends Level {
public class OldHallsBossLevel extends Level {
{
color1 = 0x801500;

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@ -83,12 +83,16 @@ public class DemonSpawnerRoom extends SpecialRoom {
@Override
public Tilemap create() {
Tilemap v = super.create();
int top = tileX + tileY* Dungeon.level.width();
int cell = tileX + tileY * Dungeon.level.width();
int[] map = Dungeon.level.map;
int[] data = new int[tileW*tileH];
for (int i = 0; i < data.length; i++){
if (map[i+top] == Terrain.EMPTY_DECO) data[i] = 1;
else data[i] = 0;
if (i % tileW == 0){
cell = tileX + (tileY + i / tileW) * Dungeon.level.width();
}
if (map[cell] == Terrain.EMPTY_DECO) data[i] = 27;
else data[i] = 19;
cell++;
}
v.map( data, tileW );
return v;

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@ -22,6 +22,7 @@
package com.shatteredpixel.shatteredpixeldungeon.tiles;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.levels.NewHallsBossLevel;
import com.watabou.noosa.TextureFilm;
import com.watabou.noosa.Tilemap;
@ -63,6 +64,14 @@ public class WallBlockingTilemap extends Tilemap {
@Override
public synchronized void updateMapCell(int cell) {
//FIXME this is to address the wall blocking looking odd on the new yog floor.
// The true solution is to improve the fog of war so the blockers aren't necessary.
if (Dungeon.level instanceof NewHallsBossLevel){
data[cell] = CLEARED;
super.updateMapCell(cell);
return;
}
//TODO should doors be considered? currently the blocking is a bit permissive around doors