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Java Terrain.EMPTY_SP属性代码示例

本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.EMPTY_SP属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.EMPTY_SP属性的具体用法?Java Terrain.EMPTY_SP怎么用?Java Terrain.EMPTY_SP使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在com.watabou.pixeldungeon.levels.Terrain的用法示例。


在下文中一共展示了Terrain.EMPTY_SP属性的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: paint

public static void paint( Level level, Room room ) {
	
	final int floor = Terrain.EMPTY_SP;
	
	fill( level, room, Terrain.WALL );
	fill( level, room, 1, floor );
	
	int n = Random.IntRange( 3, 4 );
	for (int i=0; i < n; i++) {
		int pos;
		do {
			pos = room.random();
		} while (level.map[pos] != floor);
		level.drop( prize( level ), pos );
	}
	
	room.entrance().set( Room.Door.Type.BARRICADE );
	level.addItemToSpawn( new PotionOfLiquidFlame() );
}
 
开发者ID:kurtyu,项目名称:PixelDungeonTC,代码行数:19,代码来源:StoragePainter.java

示例2: placeShopkeeper

private static void placeShopkeeper( Level level, Room room ) {
	
	int pos;
	do {
		pos = room.random();
	} while (level.heaps.get( pos ) != null);
	
	Mob shopkeeper = level instanceof LastShopLevel ? new ImpShopkeeper() : new Shopkeeper();
	shopkeeper.pos = pos;
	level.mobs.add( shopkeeper );
	
	if (level instanceof LastShopLevel) {
		for (int i=0; i < Level.NEIGHBOURS9.length; i++) {
			int p = shopkeeper.pos + Level.NEIGHBOURS9[i];
			if (level.map[p] == Terrain.EMPTY_SP) {
				level.map[p] = Terrain.WATER;
			}
		}
	}
}
 
开发者ID:kurtyu,项目名称:PixelDungeonTC,代码行数:20,代码来源:ShopPainter.java

示例3: paint

public static void paint( Level level, Room room ) {
	
	final int floor = Terrain.EMPTY_SP;
	
	fill( level, room, Terrain.WALL );
	fill( level, room, 1, floor );
	
	int n = Random.IntRange( 3, 4 );
	for (int i=0; i < n; i++) { 
		int pos;
		do {
			pos = room.random(level);
		} while (level.map[pos] != floor);
		level.drop( prize( level ), pos );
	}
	
	room.entrance().set( Room.Door.Type.BARRICADE );
	level.addItemToSpawn( new PotionOfLiquidFlame() );
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:19,代码来源:StoragePainter.java

示例4: placeShopkeeper

private static void placeShopkeeper( Level level, Room room ) {
	
	int pos;
	do {
		pos = room.random(level);
	} while (level.getHeap( pos ) != null);


	Mob shopkeeper = level instanceof LastShopLevel ? new ImpShopkeeper() : new Shopkeeper();
	if (Dungeon.depth == 27) {
		shopkeeper = new AzuterronNPC();
	}
	shopkeeper.setPos(pos);
	level.mobs.add( shopkeeper );
	
	if (level instanceof LastShopLevel) {
		for (int i=0; i < Level.NEIGHBOURS9.length; i++) {
			int p = shopkeeper.getPos() + Level.NEIGHBOURS9[i];
			if (level.map[p] == Terrain.EMPTY_SP) {
				level.map[p] = Terrain.WATER;
			}
		}
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:24,代码来源:ShopPainter.java

示例5: paint

public static void paint( Level level, Room room ) {

		fill( level, room, Terrain.WALL );
		fill( level, room, 1, Terrain.FIRE_TRAP );
		fill( level, room, 2, Terrain.EMPTY_SP );
		
		for (int i=0; i < 2; i++) {
			int pos;
			do {
				pos = room.random();
			} while (level.map[pos] != Terrain.EMPTY_SP);
			level.drop( 
				Generator.random( Random.oneOf( 
					Generator.Category.ARMOR, 
					Generator.Category.WEAPON
				) ), pos );
		}
		
		for (Room.Door door : room.connected.values()) {
			door.set( Room.Door.Type.UNLOCKED );
			drawInside( level, room, door, 1, Terrain.EMPTY );
		}
		
		Blacksmith npc = new Blacksmith();
		do {
			npc.pos = room.random( 1 );
		} while (level.heaps.get( npc.pos ) != null);
		level.mobs.add( npc );
		Actor.occupyCell( npc );
	}
 
开发者ID:kurtyu,项目名称:PixelDungeonTC,代码行数:30,代码来源:BlacksmithPainter.java

示例6: paint

public static void paint( Level level, Room room ) {

		fill( level, room, Terrain.WALL );
		fill( level, room, 1, Terrain.FIRE_TRAP );
		fill( level, room, 2, Terrain.EMPTY_SP );
		
		for (int i=0; i < 2; i++) {
			int pos;
			do {
				pos = room.random(level);
			} while (level.map[pos] != Terrain.EMPTY_SP);
			level.drop( 
				Generator.random( Random.oneOf( 
					Generator.Category.ARMOR, 
					Generator.Category.WEAPON
				) ), pos );
		}
		
		for (Room.Door door : room.connected.values()) {
			door.set( Room.Door.Type.UNLOCKED );
			drawInside( level, room, door, 1, Terrain.EMPTY );
		}
		
		Blacksmith npc = new Blacksmith();
		do {
			npc.setPos(room.random(level, 1 ));
		} while (level.getHeap( npc.getPos() ) != null);
		level.mobs.add( npc );
		Actor.occupyCell( npc );
	}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:30,代码来源:BlacksmithPainter.java

示例7: decorate

@Override
protected void decorate() {

	for (int i=getWidth() + 1; i < getLength() - getWidth() - 1; i++) {
		if (map[i] == Terrain.EMPTY) {

			float c = 0.05f;
			if (map[i + 1] == Terrain.WALL && map[i + getWidth()] == Terrain.WALL) {
				c += 0.2f;
			}
			if (map[i - 1] == Terrain.WALL && map[i + getWidth()] == Terrain.WALL) {
				c += 0.2f;
			}
			if (map[i + 1] == Terrain.WALL && map[i - getWidth()] == Terrain.WALL) {
				c += 0.2f;
			}
			if (map[i - 1] == Terrain.WALL && map[i - getWidth()] == Terrain.WALL) {
				c += 0.2f;
			}

			if (Random.Float() < c) {
				map[i] = Terrain.EMPTY_DECO;
			}
		}
	}

	for (int i=0; i < getWidth(); i++) {
		if (map[i] == Terrain.WALL &&
				(map[i + getWidth()] == Terrain.EMPTY || map[i + getWidth()] == Terrain.EMPTY_SP) &&
				Random.Int( 6 ) == 0) {

			map[i] = Terrain.WALL_DECO;
		}
	}

	for (int i=getWidth(); i < getLength() - getWidth(); i++) {
		if (map[i] == Terrain.WALL &&
				map[i - getWidth()] == Terrain.WALL &&
				(map[i + getWidth()] == Terrain.EMPTY || map[i + getWidth()] == Terrain.EMPTY_SP) &&
				Random.Int( 3 ) == 0) {

			map[i] = Terrain.WALL_DECO;
		}
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:45,代码来源:NecroLevel.java


注:本文中的com.watabou.pixeldungeon.levels.Terrain.EMPTY_SP属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。