use of com.watabou.pixeldungeon.ui.BusyIndicator in project pixel-dungeon by watabou.
the class GameScene method create.
@Override
public void create() {
Music.INSTANCE.play(Assets.TUNE, true);
Music.INSTANCE.volume(1f);
PixelDungeon.lastClass(Dungeon.hero.heroClass.ordinal());
super.create();
Camera.main.zoom(defaultZoom + PixelDungeon.zoom());
scene = this;
terrain = new Group();
add(terrain);
water = new SkinnedBlock(Level.WIDTH * DungeonTilemap.SIZE, Level.HEIGHT * DungeonTilemap.SIZE, Dungeon.level.waterTex());
terrain.add(water);
ripples = new Group();
terrain.add(ripples);
tiles = new DungeonTilemap();
terrain.add(tiles);
Dungeon.level.addVisuals(this);
plants = new Group();
add(plants);
int size = Dungeon.level.plants.size();
for (int i = 0; i < size; i++) {
addPlantSprite(Dungeon.level.plants.valueAt(i));
}
heaps = new Group();
add(heaps);
size = Dungeon.level.heaps.size();
for (int i = 0; i < size; i++) {
addHeapSprite(Dungeon.level.heaps.valueAt(i));
}
emitters = new Group();
effects = new Group();
emoicons = new Group();
mobs = new Group();
add(mobs);
for (Mob mob : Dungeon.level.mobs) {
addMobSprite(mob);
if (Statistics.amuletObtained) {
mob.beckon(Dungeon.hero.pos);
}
}
add(emitters);
add(effects);
gases = new Group();
add(gases);
for (Blob blob : Dungeon.level.blobs.values()) {
blob.emitter = null;
addBlobSprite(blob);
}
fog = new FogOfWar(Level.WIDTH, Level.HEIGHT);
fog.updateVisibility(Dungeon.visible, Dungeon.level.visited, Dungeon.level.mapped);
add(fog);
brightness(PixelDungeon.brightness());
spells = new Group();
add(spells);
statuses = new Group();
add(statuses);
add(emoicons);
hero = new HeroSprite();
hero.place(Dungeon.hero.pos);
hero.updateArmor();
mobs.add(hero);
add(new HealthIndicator());
add(cellSelector = new CellSelector(tiles));
StatusPane sb = new StatusPane();
sb.camera = uiCamera;
sb.setSize(uiCamera.width, 0);
add(sb);
toolbar = new Toolbar();
toolbar.camera = uiCamera;
toolbar.setRect(0, uiCamera.height - toolbar.height(), uiCamera.width, toolbar.height());
add(toolbar);
AttackIndicator attack = new AttackIndicator();
attack.camera = uiCamera;
attack.setPos(uiCamera.width - attack.width(), toolbar.top() - attack.height());
add(attack);
log = new GameLog();
log.camera = uiCamera;
log.setRect(0, toolbar.top(), attack.left(), 0);
add(log);
busy = new BusyIndicator();
busy.camera = uiCamera;
busy.x = 1;
busy.y = sb.bottom() + 1;
add(busy);
switch(InterlevelScene.mode) {
case RESURRECT:
WandOfBlink.appear(Dungeon.hero, Dungeon.level.entrance);
new Flare(8, 32).color(0xFFFF66, true).show(hero, 2f);
break;
case RETURN:
WandOfBlink.appear(Dungeon.hero, Dungeon.hero.pos);
break;
case FALL:
Chasm.heroLand();
break;
case DESCEND:
switch(Dungeon.depth) {
case 1:
WndStory.showChapter(WndStory.ID_SEWERS);
break;
case 6:
WndStory.showChapter(WndStory.ID_PRISON);
break;
case 11:
WndStory.showChapter(WndStory.ID_CAVES);
break;
case 16:
WndStory.showChapter(WndStory.ID_METROPOLIS);
break;
case 22:
WndStory.showChapter(WndStory.ID_HALLS);
break;
}
if (Dungeon.hero.isAlive() && Dungeon.depth != 22) {
Badges.validateNoKilling();
}
break;
default:
}
ArrayList<Item> dropped = Dungeon.droppedItems.get(Dungeon.depth);
if (dropped != null) {
for (Item item : dropped) {
int pos = Dungeon.level.randomRespawnCell();
if (item instanceof Potion) {
((Potion) item).shatter(pos);
} else if (item instanceof Plant.Seed) {
Dungeon.level.plant((Plant.Seed) item, pos);
} else {
Dungeon.level.drop(item, pos);
}
}
Dungeon.droppedItems.remove(Dungeon.depth);
}
Camera.main.target = hero;
if (InterlevelScene.mode != InterlevelScene.Mode.NONE) {
if (Dungeon.depth < Statistics.deepestFloor) {
GLog.h(TXT_WELCOME_BACK, Dungeon.depth);
} else {
GLog.h(TXT_WELCOME, Dungeon.depth);
Sample.INSTANCE.play(Assets.SND_DESCEND);
}
switch(Dungeon.level.feeling) {
case CHASM:
GLog.w(TXT_CHASM);
break;
case WATER:
GLog.w(TXT_WATER);
break;
case GRASS:
GLog.w(TXT_GRASS);
break;
default:
}
if (Dungeon.level instanceof RegularLevel && ((RegularLevel) Dungeon.level).secretDoors > Random.IntRange(3, 4)) {
GLog.w(TXT_SECRETS);
}
if (Dungeon.nightMode && !Dungeon.bossLevel()) {
GLog.w(TXT_NIGHT_MODE);
}
InterlevelScene.mode = InterlevelScene.Mode.NONE;
fadeIn();
}
}
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