package com.game.libgdx.roguelikeengine.rooms;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.game.libgdx.roguelikeengine.GameplayScreen;
import com.game.libgdx.roguelikeengine.Map;
import com.game.libgdx.roguelikeengine.WordClickAction;
public class Chapel extends Room {
public Chapel() {
super("chapel", ImageToRoomUtil.getRoomData("rooms/chapel.png"), "rooms/chapel_floor.png", "rooms/chapel_wall.png", "rooms/chapel_wall_top.png",
new Decoration(new Sprite(new Texture("cross.png")), Color.RED).asWall(),
new Decoration(new Sprite(new Texture("decor/brick_breakup.png")), Color.GREEN).asChance(0.5).asFloor(),
new Decoration(new Sprite(new Texture("decor/plant.png")), Color.GRAY).asChance(.7));
}
@Override
public void onPlaced(Map map, int column, int row) {
GameplayScreen.instance.createpriest(column + 10, row + 1, "This is a temple.");
GameplayScreen.instance.createpriest(column + 2, row + 16, "Some areas can only be accessed by a key");
GameplayScreen.instance.createchest(map, column + 2, row + 14);
GameplayScreen.instance.createchest(map, column + 19, row + 15);
GameplayScreen.instance.createchest(map, column + 20, row + 15);
GameplayScreen.instance.createchest(map, column + 21, row + 15);
GameplayScreen.instance.getScreentext().addWordClickListener("temple.", new WordClickAction() {
@Override
public void onClicked(String word) {
GameplayScreen.instance.alert("Go inside to gain knowledge and health.");
}
});
GameplayScreen.instance.getScreentext().addWordClickListener("key", new WordClickAction() {
@Override
public void onClicked(String word) {
GameplayScreen.instance.alert("Keys can be used to unlock doors and treasure chests. They can be found by defeating bad guys.");
}
});
}
}