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Example 1 with GameScene

use of com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene in project shattered-pixel-dungeon-gdx by 00-Evan.

the class PrisonBossLevel method progress.

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);
            for (Mob m : mobs) {
                // bring the first ally with you
                if (m.alignment == Char.Alignment.ALLY) {
                    // they should immediately walk out of the door
                    m.pos = 5 + 25 * 32;
                    m.sprite.place(m.pos);
                    break;
                }
            }
            tengu.state = tengu.HUNTING;
            // in the middle of the fight room
            tengu.pos = 5 + 28 * 32;
            GameScene.add(tengu);
            tengu.notice();
            state = State.FIGHT_START;
            break;
        // halfway through, move to the maze
        case FIGHT_START:
            changeMap(MAP_MAZE);
            // clear the entrance
            clearEntities((Room) new Room().set(0, 5, 8, 32));
            Actor.remove(tengu);
            mobs.remove(tengu);
            TargetHealthIndicator.instance.target(null);
            tengu.sprite.kill();
            Room maze = new MazeRoom();
            maze.set(10, 1, 31, 29);
            maze.connected.put(null, new Room.Door(10, 2));
            maze.connected.put(maze, new Room.Door(20, 29));
            maze.paint(this);
            buildFlagMaps();
            cleanWalls();
            GameScene.resetMap();
            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 += 9 + 3 * 32;
            Dungeon.hero.sprite.interruptMotion();
            Dungeon.hero.sprite.place(Dungeon.hero.pos);
            changeMap(MAP_ARENA);
            // clear all but the area right around the teleport spot
            clearEntities((Room) new Room().set(0, 0, 10, 4));
            // if any allies are left over, move them along the same way as the hero
            for (Mob m : mobs) {
                if (m.alignment == Char.Alignment.ALLY) {
                    m.pos += 9 + 3 * 32;
                    m.sprite().place(m.pos);
                }
            }
            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();
            GameScene.flash(0xFFFFFF);
            Sample.INSTANCE.play(Assets.SND_BLAST);
            state = State.FIGHT_ARENA;
            break;
        // arena ended, fight over.
        case FIGHT_ARENA:
            unseal();
            CustomTiledVisual vis = new exitVisual();
            vis.pos(11, 8);
            customTiles.add(vis);
            ((GameScene) ShatteredPixelDungeon.scene()).addCustomTile(vis);
            vis = new exitVisualWalls();
            vis.pos(11, 8);
            customWalls.add(vis);
            ((GameScene) ShatteredPixelDungeon.scene()).addCustomWall(vis);
            Dungeon.hero.interrupt();
            Dungeon.hero.pos = 5 + 27 * 32;
            Dungeon.hero.sprite.interruptMotion();
            Dungeon.hero.sprite.place(Dungeon.hero.pos);
            tengu.pos = 5 + 28 * 32;
            tengu.sprite.place(5 + 28 * 32);
            // remove all mobs, but preserve allies
            ArrayList<Mob> allies = new ArrayList<>();
            for (Mob m : mobs.toArray(new Mob[0])) {
                if (m.alignment == Char.Alignment.ALLY) {
                    allies.add(m);
                    mobs.remove(m);
                }
            }
            clearEntities(null);
            changeMap(MAP_END);
            for (Mob m : allies) {
                do {
                    m.pos = Random.IntRange(3, 7) + Random.IntRange(26, 30) * 32;
                } while (findMob(m.pos) != null);
                m.sprite().place(m.pos);
                mobs.add(m);
            }
            tengu.die(Dungeon.hero);
            for (Item item : storedItems) drop(item, randomPrisonCell());
            GameScene.flash(0xFFFFFF);
            Sample.INSTANCE.play(Assets.SND_BLAST);
            state = State.WON;
            break;
    }
}
Also used : Mob(com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob) Item(com.shatteredpixel.shatteredpixeldungeon.items.Item) CustomTiledVisual(com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTiledVisual) MazeRoom(com.shatteredpixel.shatteredpixeldungeon.levels.rooms.MazeRoom) GameScene(com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene) ArrayList(java.util.ArrayList) Room(com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room) MazeRoom(com.shatteredpixel.shatteredpixeldungeon.levels.rooms.MazeRoom)

Aggregations

Mob (com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob)1 Item (com.shatteredpixel.shatteredpixeldungeon.items.Item)1 MazeRoom (com.shatteredpixel.shatteredpixeldungeon.levels.rooms.MazeRoom)1 Room (com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room)1 GameScene (com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene)1 CustomTiledVisual (com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTiledVisual)1 ArrayList (java.util.ArrayList)1