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类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() );
}
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;
}
}
}
}
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() );
}
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;
}
}
}
}
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 );
}
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 );
}
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;
}
}
}