else if (currentMap->getRoomType() == roomTypeStarting)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
int bonusType = getRandomEquipItem(false);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
currentMap->generateExitRoom();
currentMap->setCleared(true);
new ChestEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f),
CHEST_EXIT, false);
}
else
currentMap->randomize(currentMap->getRoomType());
}
void WitchBlastGame::write(std::string str, int size, float x, float y, int align, sf::Color color, sf::RenderTarget* app, int xShadow = 0, int yShadow = 0)