@Override protected boolean build() { setSize(32, 32); map = MAP_START.clone(); buildFlagMaps(); cleanWalls(); state = State.START; entrance = 5+2*32; exit = 0; resetTraps(); return true; }
@Override protected boolean build() { setSize(32, 32); map = MAP_START.clone(); buildFlagMaps(); cleanWalls(); state = State.START; entrance = 5+2*32; exit = 0; resetTraps(); return true; }
private void changeMap(int[] map){ this.map = map.clone(); buildFlagMaps(); cleanWalls(); exit = entrance = 0; for (int i = 0; i < length(); i ++) if (map[i] == Terrain.ENTRANCE) entrance = i; else if (map[i] == Terrain.EXIT) exit = i; BArray.setFalse(visited); BArray.setFalse(mapped); for (Blob blob: blobs.values()){ blob.fullyClear(); } addVisuals(); //this also resets existing visuals resetTraps(); GameScene.resetMap(); Dungeon.observe(); }
private void changeMap(int[] map){ this.map = map.clone(); buildFlagMaps(); cleanWalls(); exit = entrance = 0; for (int i = 0; i < length(); i ++) if (map[i] == Terrain.ENTRANCE) entrance = i; else if (map[i] == Terrain.EXIT) exit = i; BArray.setFalse(visited); BArray.setFalse(mapped); for (Blob blob: blobs.values()){ blob.fullyClear(); } addVisuals(); //this also resets existing visuals resetTraps(); GameScene.resetMap(); Dungeon.observe(); }
maze.connected.put(maze, new Room.Door(20, 29)); maze.paint(this); buildFlagMaps(); cleanWalls(); GameScene.resetMap();
maze.connected.put(maze, new Room.Door(20, 29)); maze.paint(this); buildFlagMaps(); cleanWalls(); GameScene.resetMap();