本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.ENTRANCE属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.ENTRANCE属性的具体用法?Java Terrain.ENTRANCE怎么用?Java Terrain.ENTRANCE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.ENTRANCE属性的9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: build
@Override
protected boolean build() {
Arrays.fill(map, Terrain.WALL);
createChambers();
Chamber ent = chambers.get(0);
entrance = cell(ent.x, ent.y);
map[entrance] = Terrain.ENTRANCE;
Chamber ext = chambers.get(chambers.size() - 1);
setExit(cell(ext.x, ext.y), 0);
if (Dungeon.depth != 10){
map[getExit(0)] = Terrain.EXIT;
} else{
map[getExit(0)] = Terrain.LOCKED_EXIT;
}
setFeeling(Feeling.NONE);
placeTraps();
return true;
}
示例2: tileDesc
@Override
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.ENTRANCE:
return Game.getVar(R.string.Guts_TileDescEntrance);
case Terrain.EXIT:
return Game.getVar(R.string.Guts_TileDescExit);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.Guts_TileHighGrass);
case Terrain.WALL_DECO:
return Game.getVar(R.string.Guts_TileDescDeco);
case Terrain.BOOKSHELF:
return Game.getVar(R.string.Guts_TileDescBookshelf);
default:
return super.tileDesc( tile );
}
}
示例3: build
@Override
protected boolean build() {
Painter.fill( this, _Left(), TOP, HALL_WIDTH, HALL_HEIGHT, Terrain.EMPTY_SP );
Painter.fill( this, _Left(), TOP, HALL_WIDTH, TOP, Terrain.EMPTY );
Painter.fill( this, _Left(), HALL_HEIGHT, HALL_WIDTH, TOP, Terrain.EMPTY );
for (int i = 0; i < 10; i++) {
map[getRandomTerrainCell(Terrain.EMPTY_SP)] = Terrain.STATUE_SP;
}
arenaDoor = (TOP + HALL_HEIGHT) * getWidth() + _Center();
map[arenaDoor] = Terrain.DOOR;
Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, HALL_WIDTH, CHAMBER_HEIGHT, Terrain.EMPTY );
entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * getWidth() + _Left() + (/*1 +*/ Random.Int( HALL_WIDTH-2 ));
map[entrance] = Terrain.ENTRANCE;
setExit((TOP - 1) * getWidth() + _Center(),0);
map[getExit(0)] = Terrain.LOCKED_EXIT;
return true;
}
示例4: tileDesc
@Override
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.ENTRANCE:
return Game.getVar(R.string.Caves_TileDescEntrance);
case Terrain.EXIT:
return Game.getVar(R.string.Caves_TileDescExit);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.IceCaves_TileDescHighGrass);
case Terrain.WALL_DECO:
return Game.getVar(R.string.IceCaves_TileDescDeco);
case Terrain.BOOKSHELF:
return Game.getVar(R.string.Caves_TileDescBookshelf);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.IceCaves_TileDescStatue);
case Terrain.UNLOCKED_EXIT:
return Utils.format(Game.getVar(R.string.PortalExit_Desc), Game.getVar(R.string.PortalExit_Desc_IceCaves));
default:
return super.tileDesc( tile );
}
}
示例5: tileDesc
@Override
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.ENTRANCE:
return Game.getVar(R.string.Caves_TileDescEntrance);
case Terrain.EXIT:
return Game.getVar(R.string.Caves_TileDescExit);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.IceCaves_TileDescHighGrass);
case Terrain.WALL_DECO:
return Game.getVar(R.string.IceCaves_TileDescDeco);
case Terrain.BOOKSHELF:
return Game.getVar(R.string.Caves_TileDescBookshelf);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.IceCaves_TileDescStatue);
default:
return super.tileDesc( tile );
}
}
示例6: build
@Override
protected boolean build() {
Arrays.fill( map, Terrain.WALL );
Painter.fill( this, 2, 2, SIZE-2, SIZE-2, Terrain.WATER );
Painter.fill( this, 3, 3, SIZE-4, SIZE-4, Terrain.EMPTY );
Painter.fill( this, SIZE/2, SIZE/2, 3, 3, Terrain.EMPTY_SP );
entrance = SIZE * getWidth() + SIZE / 2 + 1;
map[entrance] = Terrain.ENTRANCE;
setExit(entrance - getWidth() * ( SIZE - 1 ),0);
map[getExit(0)] = Terrain.LOCKED_EXIT;
pedestal = (SIZE / 2 + 1) * (getWidth() + 1);
map[pedestal] = Terrain.PEDESTAL;
map[pedestal-1] = map[pedestal+1] = Terrain.STATUE_SP;
setFeeling(Feeling.NONE);
return true;
}
示例7: spawn
public static void spawn( PrisonLevel level, Room room ) {
if(room == null) {
EventCollector.logException(new Exception(),EventCollector.BUG);
return;
}
if (!spawned && Dungeon.depth > 6 && Random.Int( 10 - Dungeon.depth ) == 0) {
WandMaker npc = new WandMaker();
do {
int cell = room.random(level);
npc.setPos(cell);
} while (level.map[npc.getPos()] == Terrain.ENTRANCE);
level.mobs.add( npc );
Actor.occupyCell( npc );
spawned = true;
alternative = Random.Int( 2 ) == 0;
given = false;
}
}
示例8: build
@Override
protected boolean build() {
Painter.fill( this, _Left(), TOP, HALL_WIDTH, HALL_HEIGHT, Terrain.WATER );
int y = TOP + 1;
while (y < TOP + HALL_HEIGHT) {
map[y * getWidth() + _Center() - 3] = Terrain.STATUE;
map[y * getWidth() + _Center() + 3] = Terrain.STATUE;
y += 2;
}
int pedestal_1 = (TOP + HALL_HEIGHT / 4) * getWidth() + _Center() - 2;
int pedestal_2 = (TOP + HALL_HEIGHT / 2 + HALL_HEIGHT / 4) * getWidth() + _Center() - 2;
int pedestal_3 = (TOP + HALL_HEIGHT / 4) * getWidth() + _Center() + 2;
int pedestal_4 = (TOP + HALL_HEIGHT / 2 + HALL_HEIGHT / 4) * getWidth() + _Center() + 2;
map[pedestal_1] = map[pedestal_2] = map[pedestal_3] = map[pedestal_4] = Terrain.PEDESTAL;
setExit((TOP - 1) * getWidth() + _Center(),0);
arenaDoor = (TOP + HALL_HEIGHT) * getWidth() + _Center();
map[arenaDoor] = Terrain.DOOR;
Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, HALL_WIDTH, CHAMBER_HEIGHT, Terrain.WATER );
Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
Painter.fill( this, _Left() + HALL_WIDTH - 1, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * getWidth() + _Left() + (/*1 +*/ Random.Int( HALL_WIDTH-2 ));
map[entrance] = Terrain.ENTRANCE;
map[getExit(0)] = Terrain.LOCKED_EXIT;
return true;
}
示例9: build
@Override
protected boolean build() {
Arrays.fill( map, Terrain.WALL );
Painter.fill( this, 2, 2, SIZE-2, SIZE-2, Terrain.EMPTY_SP );
Painter.fill( this, SIZE/2, SIZE/2, 2, 2, Terrain.EMPTY );
entrance = SIZE * getWidth() + SIZE / 2 + 1;
map[entrance] = Terrain.ENTRANCE;
setFeeling(Feeling.NONE);
makeShop();
return true;
}