v0.8.0: reworked Yog's level, boss itself is largely unchanged atm.
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Before Width: | Height: | Size: 302 B After Width: | Height: | Size: 3.5 KiB |
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@ -46,7 +46,7 @@ import com.shatteredpixel.shatteredpixeldungeon.journal.Notes;
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import com.shatteredpixel.shatteredpixeldungeon.levels.CavesLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.CityLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.DeadEndLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.HallsBossLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.NewHallsBossLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.HallsLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.LastLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
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@ -295,7 +295,7 @@ public class Dungeon {
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level = new HallsLevel();
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break;
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case 25:
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level = new HallsBossLevel();
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level = new NewHallsBossLevel();
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break;
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case 26:
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level = new LastLevel();
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@ -135,6 +135,9 @@ public class ShatteredPixelDungeon extends Game {
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.levels.OldCityBossLevel.class,
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"com.shatteredpixel.shatteredpixeldungeon.levels.CityBossLevel" );
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.levels.OldHallsBossLevel.class,
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"com.shatteredpixel.shatteredpixeldungeon.levels.HallsBossLevel" );
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}
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@ -0,0 +1,43 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2020 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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//TODO boss implementation
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public class YogDzewa extends Yog {
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{
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HP = HT = 1;
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}
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@Override
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public void die( Object cause ) {
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super.die( cause );
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Dungeon.level.unseal();
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Dungeon.level.heaps.get(pos).destroy();
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}
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}
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@ -22,13 +22,16 @@
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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.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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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Tilemap;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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@ -40,6 +43,8 @@ public class LastLevel extends Level {
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{
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color1 = 0x801500;
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color2 = 0xa68521;
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viewDistance = Math.min(4, viewDistance);
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}
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private int pedestal;
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@ -64,7 +69,20 @@ public class LastLevel extends Level {
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solid[i] = true;
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}
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}
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for (int i = (height-ROOM_TOP+2)*width; i < length; i++){
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passable[i] = avoid[i] = false;
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solid[i] = true;
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}
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for (int i = (height-ROOM_TOP+1)*width; i < length; i++){
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if (i % width < 4 || i % width > 12 || i >= (length-width)){
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discoverable[i] = false;
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} else {
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visited[i] = true;
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}
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}
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}
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private static final int ROOM_TOP = 10;
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@Override
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protected boolean build() {
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@ -72,43 +90,46 @@ public class LastLevel extends Level {
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setSize(16, 64);
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Arrays.fill( map, Terrain.CHASM );
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int mid = width/2;
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final int MID = width/2;
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Painter.fill( this, 0, height-1, width, 1, Terrain.WALL );
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Painter.fill( this, mid - 1, 10, 3, (height-11), Terrain.EMPTY);
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Painter.fill( this, mid - 2, height - 3, 5, 1, Terrain.EMPTY);
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Painter.fill( this, mid - 3, height - 2, 7, 1, Terrain.EMPTY);
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Painter.fill( this, MID - 1, 10, 3, (height-11), Terrain.EMPTY);
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Painter.fill( this, MID - 2, height - 3, 5, 1, Terrain.EMPTY);
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Painter.fill( this, MID - 3, height - 2, 7, 1, Terrain.EMPTY);
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Painter.fill( this, mid - 2, 9, 5, 7, Terrain.EMPTY);
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Painter.fill( this, mid - 3, 10, 7, 5, Terrain.EMPTY);
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Painter.fill( this, MID - 2, 9, 5, 7, Terrain.EMPTY);
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Painter.fill( this, MID - 3, 10, 7, 5, Terrain.EMPTY);
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entrance = (height-2) * width() + mid;
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entrance = (height-ROOM_TOP) * width() + MID;
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Painter.fill(this, 0, height - ROOM_TOP, width, 2, Terrain.WALL);
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map[entrance] = Terrain.ENTRANCE;
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map[entrance+width] = Terrain.ENTRANCE;
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Painter.fill(this, 0, height - ROOM_TOP + 2, width, 8, Terrain.EMPTY);
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Painter.fill(this, MID-1, height - ROOM_TOP + 2, 3, 1, Terrain.ENTRANCE);
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pedestal = 12*(width()) + mid;
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map[pedestal] = Terrain.PEDESTAL;
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map[pedestal-1-width()] = map[pedestal+1-width()] = map[pedestal-1+width()] = map[pedestal+1+width()] = Terrain.STATUE_SP;
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pedestal = 12*(width()) + MID;
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exit = pedestal;
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int pos = pedestal;
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map[pos-width()] = map[pos-1] = map[pos+1] = map[pos-2] = map[pos+2] = Terrain.WATER;
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pos+=width();
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map[pos] = map[pos-2] = map[pos+2] = map[pos-3] = map[pos+3] = Terrain.WATER;
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pos+=width();
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map[pos-3] = map[pos-2] = map[pos-1] = map[pos] = map[pos+1] = map[pos+2] = map[pos+3] = Terrain.WATER;
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pos+=width();
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map[pos-2] = map[pos+2] = Terrain.WATER;
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for (int i=0; i < length(); i++) {
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if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
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if (map[i] == Terrain.EMPTY && Random.Int( 5 ) == 0) {
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map[i] = Terrain.EMPTY_DECO;
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}
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}
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feeling = Feeling.NONE;
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CustomTilemap vis = new CustomFloor();
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vis.setRect( 5, 0, 7, height - ROOM_TOP);
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customTiles.add(vis);
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vis = new CenterPieceVisuals();
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vis.pos(0, height - ROOM_TOP);
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customTiles.add(vis);
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vis = new CenterPieceWalls();
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vis.pos(0, height - ROOM_TOP-1);
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customWalls.add(vis);
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return true;
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}
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@ -190,5 +211,109 @@ public class LastLevel extends Level {
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solid[i] = true;
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}
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}
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for (int i = (height-ROOM_TOP+2)*width; i < length; i++){
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passable[i] = avoid[i] = false;
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solid[i] = true;
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}
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for (int i = (height-ROOM_TOP+1)*width; i < length; i++){
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if (i % width < 4 || i % width > 12 || i >= (length-width)){
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discoverable[i] = false;
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} else {
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visited[i] = true;
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}
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}
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}
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public static class CustomFloor extends CustomTilemap {
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{
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texture = Assets.HALLS_SP;
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}
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@Override
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public Tilemap create() {
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Tilemap v = super.create();
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int cell = tileX + tileY * Dungeon.level.width();
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int[] map = Dungeon.level.map;
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int[] data = new int[tileW*tileH];
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for (int i = 0; i < data.length; i++){
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if (i % tileW == 0){
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cell = tileX + (tileY + i / tileW) * Dungeon.level.width();
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}
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if (map[cell] == Terrain.EMPTY_DECO) {
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data[i] = 27;
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} else if (map[cell] == Terrain.EMPTY) {
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data[i] = 19;
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if (map[cell+Dungeon.level.width] == Terrain.CHASM) {
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data[i+tileW] = 6;
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}
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} else if (data[i] == 0) {
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data[i] = -1;
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}
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cell++;
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}
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v.map( data, tileW );
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return v;
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}
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}
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public static class CenterPieceVisuals extends CustomTilemap {
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{
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texture = Assets.HALLS_SP;
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tileW = 16;
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tileH = 10;
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}
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private static final int[] map = new int[]{
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-1, -1, -1, -1, -1, -1, -1, -1, 19, -1, -1, -1, -1, -1, -1, -1,
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0, 0, 0, 0, 8, 9, 10, 11, 19, 11, 12, 13, 14, 0, 0, 0,
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0, 0, 0, 0, 16, 17, 18, 19, 19, 19, 20, 21, 22, 0, 0, 0,
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0, 0, 0, 0, 24, 25, 26, 27, 19, 27, 28, 29, 30, 0, 0, 0,
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0, 0, 0, 0, 24, 25, 26, 19, 19, 19, 28, 29, 30, 0, 0, 0,
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0, 0, 0, 0, 24, 25, 26, 27, 19, 27, 28, 29, 30, 0, 0, 0,
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0, 0, 0, 0, 24, 25, 34, 35, 35, 35, 34, 29, 30, 0, 0, 0,
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0, 0, 0, 0, 40, 41, 36, 36, 36, 36, 36, 40, 41, 0, 0, 0,
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0, 0, 0, 0, 48, 49, 36, 36, 36, 36, 36, 48, 49, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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@Override
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public Tilemap create() {
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Tilemap v = super.create();
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v.map(map, tileW);
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return v;
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}
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}
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public static class CenterPieceWalls extends CustomTilemap {
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{
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texture = Assets.HALLS_SP;
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tileW = 16;
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tileH = 9;
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}
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private static final int[] map = new int[]{
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4, 4, 4, 4, 4, 4, 4, 5, 7, 3, 4, 4, 4, 4, 4, 4,
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0, 0, 0, 0, 0, 0, 0, 1, 15, 2, 0, 0, 0, 0, 0, 0,
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-1, -1, -1, -1, -1, -1, -1, -1, 23, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, 32, 33, -1, -1, -1, -1, -1, 32, 33, -1, -1, -1,
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-1, -1, -1, -1, 40, 41, -1, -1, -1, -1, -1, 40, 41, -1, -1, -1,
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};
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@Override
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public Tilemap create() {
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Tilemap v = super.create();
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v.map(map, tileW);
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return v;
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}
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}
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}
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@ -0,0 +1,354 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2019 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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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.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogDzewa;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Yog;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlameParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
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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.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Tilemap;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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public class NewHallsBossLevel extends Level {
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{
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color1 = 0x801500;
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color2 = 0xa68521;
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viewDistance = Math.min(4, viewDistance);
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}
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private static final int WIDTH = 32;
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private static final int HEIGHT = 32;
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private static final int ROOM_LEFT = WIDTH / 2 - 4;
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private static final int ROOM_RIGHT = WIDTH / 2 + 4;
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private static final int ROOM_TOP = 8;
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private static final int ROOM_BOTTOM = ROOM_TOP + 8;
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@Override
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public String tilesTex() {
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return Assets.TILES_HALLS;
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}
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@Override
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public String waterTex() {
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return Assets.WATER_HALLS;
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}
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@Override
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protected boolean build() {
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setSize(WIDTH, HEIGHT);
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for (int i = 0; i < 5; i++) {
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int top;
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int bottom;
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if (i == 0 || i == 4){
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top = Random.IntRange(ROOM_TOP-1, ROOM_TOP+3);
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bottom = Random.IntRange(ROOM_BOTTOM+2, ROOM_BOTTOM+6);
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} else if (i == 1 || i == 3){
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top = Random.IntRange(ROOM_TOP-5, ROOM_TOP-1);
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bottom = Random.IntRange(ROOM_BOTTOM+6, ROOM_BOTTOM+10);
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} else {
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top = Random.IntRange(ROOM_TOP-6, ROOM_TOP-3);
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bottom = Random.IntRange(ROOM_BOTTOM+8, ROOM_BOTTOM+12);
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}
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Painter.fill(this, 4 + i * 5, top, 5, bottom - top + 1, Terrain.EMPTY);
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if (i == 2) {
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entrance = (6 + i * 5) + (bottom - 1) * width();
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}
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}
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boolean[] patch = Patch.generate(width, height, 0.20f, 0, true);
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for (int i = 0; i < length(); i++) {
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if (map[i] == Terrain.EMPTY && patch[i]) {
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map[i] = Terrain.STATUE;
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}
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}
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map[entrance] = Terrain.ENTRANCE;
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||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -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;
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
@ -64,6 +65,14 @@ 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
|
||||
|
||||
//non-wall tiles
|
||||
|
|
Loading…
Reference in New Issue
Block a user