Пример #1
0
        protected override void CreateChildren()
        {
            _arcsBg = new SkinnedBlock(1, 1, Assets.ARCS_BG);
            _arcsBg.OffsetTo(0, _offsB);
            Add(_arcsBg);

            _arcsFg = new SkinnedBlock(1, 1, Assets.ARCS_FG);
            _arcsFg.OffsetTo(0, _offsF);
            Add(_arcsFg);
        }
Пример #2
0
        public override void Create()
        {
            Music.Instance.Play(Assets.TUNE, true);
            Music.Instance.Volume(1f);

            PixelDungeon.LastClass(Dungeon.Hero.heroClass.Ordinal());

            base.Create();
            Camera.Main.ZoomTo(defaultZoom + PixelDungeon.Zoom());

            Scene = this;

            _terrain = new Group();
            Add(_terrain);

            _water = new SkinnedBlock(levels.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);

            foreach (var plant in Dungeon.Level.plants.Values)
            {
                AddPlantSprite(plant);
            }

            _heaps = new Group();
            Add(_heaps);

            foreach (var heap in Dungeon.Level.heaps.Values)
            {
                AddHeapSprite(heap);
            }

            _emitters = new Group();
            _effects  = new Group();
            _emoicons = new Group();

            _mobs = new Group();
            Add(_mobs);

            foreach (var mob in Dungeon.Level.mobs)
            {
                AddMobSprite(mob);
                if (Statistics.AmuletObtained)
                {
                    mob.Beckon(Dungeon.Hero.pos);
                }
            }

            Add(_emitters);
            Add(_effects);

            _gases = new Group();
            Add(_gases);

            foreach (var blob in 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));

            var sb = new StatusPane();

            sb.Camera = uiCamera;
            sb.SetSize(uiCamera.CameraWidth, 0);
            Add(sb);

            _toolbar        = new Toolbar();
            _toolbar.Camera = uiCamera;
            _toolbar.SetRect(0, uiCamera.CameraHeight - _toolbar.Height, uiCamera.CameraWidth, _toolbar.Height);
            Add(_toolbar);

            var attack = new AttackIndicator();

            attack.Camera = uiCamera;
            attack.SetPos(uiCamera.CameraWidth - attack.Width, _toolbar.Top() - attack.Height);
            Add(attack);

            _log        = new GameLog();
            _log.Camera = uiCamera;
            _log.SetRect(0, _toolbar.Top(), attack.Left(), 0);
            Add(_log);

            if (Dungeon.Depth < Statistics.DeepestFloor)
            {
                GLog.Information(TxtWelcomeBack, Dungeon.Depth);
            }
            else
            {
                GLog.Information(TxtWelcome, Dungeon.Depth);
                Sample.Instance.Play(Assets.SND_DESCEND);
            }

            switch (Dungeon.Level.feeling)
            {
            case Level.Feeling.CHASM:
                GLog.Warning(TxtChasm);
                break;

            case Level.Feeling.WATER:
                GLog.Warning(TxtWater);
                break;

            case Level.Feeling.GRASS:
                GLog.Warning(TxtGrass);
                break;
            }

            if (Dungeon.Level is RegularLevel && ((RegularLevel)Dungeon.Level).SecretDoors > pdsharp.utils.Random.IntRange(3, 4))
            {
                GLog.Warning(TxtSecrets);
            }

            if (Dungeon.NightMode && !Dungeon.BossLevel())
            {
                GLog.Warning(TxtNightMode);
            }

            _busy        = new BusyIndicator();
            _busy.Camera = uiCamera;
            _busy.X      = 1;
            _busy.Y      = sb.Bottom() + 1;
            Add(_busy);

            switch (InterlevelScene.mode)
            {
            case InterlevelScene.Mode.RESURRECT:
                WandOfBlink.Appear(Dungeon.Hero, Dungeon.Level.entrance);
                new Flare(8, 32).Color(0xFFFF66, true).Show(_hero, 2f);
                break;

            case InterlevelScene.Mode.RETURN:
                WandOfBlink.Appear(Dungeon.Hero, Dungeon.Hero.pos);
                break;

            case InterlevelScene.Mode.FALL:
                Chasm.HeroLand();
                break;

            case InterlevelScene.Mode.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)
                {
                    Badge.ValidateNoKilling();
                }

                break;
            }

            Camera.Main.Target = _hero;

            //var m = new string[Level.Width];
            //var b = new StringBuilder();
            //for (var i = 0; i < Level.passable.Length; i++)
            //{
            //    var cx = i % Level.Width;
            //    var cy = i / Level.Width;
            //    if (i == Dungeon.Hero.pos)
            //    {
            //        m[cx] += "H";
            //        continue;
            //    }

            //    if (Level.passable[i])
            //        m[cx] += ".";
            //    else
            //        m[cx] += "#";
            //}
            //foreach (var s in m)
            //    b.AppendLine(s);
            //Debug.WriteLine(b);

            //for (var i = 0; i < Dungeon.Level.mapped.Length; i++)
            //    Dungeon.Level.mapped[i] = true;

            FadeIn();
        }