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;
}
}
Aggregations