本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.GRASS属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.GRASS属性的具体用法?Java Terrain.GRASS怎么用?Java Terrain.GRASS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.GRASS属性的11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: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.GRASS:
return Game.getVar(R.string.IceCaves_TileGrass);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.IceCaves_TileHighGrass);
case Terrain.WATER:
return Game.getVar(R.string.Caves_TileWater);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.IceCaves_TileStatue);
case Terrain.UNLOCKED_EXIT:
case Terrain.LOCKED_EXIT:
return Game.getVar(R.string.PortalGate_Name);
default:
return super.tileName( tile );
}
}
示例2: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.GRASS:
return Game.getVar(R.string.IceCaves_TileGrass);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.IceCaves_TileHighGrass);
case Terrain.WATER:
return Game.getVar(R.string.Caves_TileWater);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.IceCaves_TileStatue);
default:
return super.tileName( tile );
}
}
示例3: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return Game.getVar(R.string.LastLevel_TileWater);
case Terrain.GRASS:
return Game.getVar(R.string.LastLevel_TileGrass);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.LastLevel_TileHighGrass);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.LastLevel_TileStatue);
default:
return super.tileName( tile );
}
}
示例4: attackProc
@Override
public int attackProc(@NonNull Char enemy, int damage) {
int cell = enemy.getPos();
if (Random.Int(2) == 0) {
int c = Dungeon.level.map[cell];
if (c == Terrain.EMPTY || c == Terrain.EMBERS
|| c == Terrain.EMPTY_DECO || c == Terrain.GRASS
|| c == Terrain.HIGH_GRASS) {
GameScene.add(Blob.seed(cell, Math.max(exp,10) * 15, Regrowth.class));
}
}
return damage;
}
示例5: evolve
@Override
protected void evolve() {
super.evolve();
if (volume > 0) {
boolean mapUpdated = false;
for (int i=0; i < LENGTH; i++) {
if (off[i] > 0) {
int c = Dungeon.level.map[i];
int c1 = c;
if (c == Terrain.EMPTY || c == Terrain.EMBERS || c == Terrain.EMPTY_DECO) {
c1 = cur[i] > 9 ? Terrain.HIGH_GRASS : Terrain.GRASS;
} else if (c == Terrain.GRASS && cur[i] > 9) {
c1 = Terrain.HIGH_GRASS ;
}
if (c1 != c) {
Level.set( i, Terrain.HIGH_GRASS );
mapUpdated = true;
GameScene.updateMap( i );
if (Dungeon.visible[i]) {
GameScene.discoverTile( i, c );
}
}
Char ch = Actor.findChar( i );
if (ch != null) {
Buff.prolong( ch, Roots.class, TICK );
}
}
}
if (mapUpdated) {
Dungeon.observe();
}
}
}
示例6: evolve
@Override
protected void evolve() {
super.evolve();
if (volume > 0) {
boolean mapUpdated = false;
for (int i=0; i < LENGTH; i++) {
if (off[i] > 0) {
int c = Dungeon.level.map[i];
if (c == Terrain.EMPTY || c == Terrain.EMBERS || c == Terrain.EMPTY_DECO) {
Level.set( i, cur[i] > 9 ? Terrain.HIGH_GRASS : Terrain.GRASS );
mapUpdated = true;
} else if (c == Terrain.GRASS && cur[i] > 9) {
Level.set( i, Terrain.HIGH_GRASS );
mapUpdated = true;
}
Char ch = Actor.findChar( i );
if (ch != null) {
Buff.prolong( ch, Roots.class, TICK );
}
}
}
if (mapUpdated) {
GameScene.updateMap();
Dungeon.observe();
}
}
}
示例7: decorateCell
private void decorateCell(Level level, int cellId) {
level.map[cellId] = Terrain.EMPTY;
switch(interior){
case 0: //simple cave
switch(Random.Int(3)){
case 0:
level.map[cellId] = Terrain.WATER;
break;
case 1:
level.map[cellId] = Terrain.HIGH_GRASS;
break;
}
break;
case 1: //garden
level.map[cellId] = Terrain.HIGH_GRASS;
if(Random.Int(5)==0) {
level.plant( (Seed)Generator.random(Generator.Category.SEED), cellId);
}
break;
case 2: //water
level.map[cellId] = Terrain.WATER;
if(Random.Int(5)==0) {
level.map[cellId] = Terrain.GRASS;
}
break;
}
}
示例8: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.GRASS:
return Game.getVar(R.string.Guts_TileGrass);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.Guts_TileHighGrass);
case Terrain.WATER:
return Game.getVar(R.string.Guts_TileWater);
default:
return super.tileName( tile );
}
}
示例9: evolve
@Override
protected void evolve() {
super.evolve();
if (volume > 0) {
boolean mapUpdated = false;
for (int i=0; i < getLength(); i++) {
if (off[i] > 0) {
int c = Dungeon.level.map[i];
if (c == Terrain.EMPTY || c == Terrain.EMBERS || c == Terrain.EMPTY_DECO) {
Dungeon.level.set( i, cur[i] > 9 ? Terrain.HIGH_GRASS : Terrain.GRASS );
mapUpdated = true;
} else if (c == Terrain.GRASS && cur[i] > 9) {
Dungeon.level.set( i, Terrain.HIGH_GRASS );
mapUpdated = true;
}
Char ch = Actor.findChar( i );
if (ch != null) {
Buff.prolong( ch, Roots.class, TICK );
}
}
}
if (mapUpdated) {
GameScene.updateMap();
Dungeon.observe();
}
}
}
示例10: evolve
@Override
protected void evolve() {
int from = WIDTH + 1;
int to = Level.LENGTH - WIDTH - 1;
int[] map = Dungeon.level.map;
boolean regrowth = false;
boolean visible = false;
for (int pos=from; pos < to; pos++) {
if (cur[pos] > 0) {
off[pos] = cur[pos];
volume += off[pos];
if (map[pos] == Terrain.EMBERS) {
map[pos] = Terrain.GRASS;
regrowth = true;
}
visible = visible || Dungeon.visible[pos];
} else {
off[pos] = 0;
}
}
Hero hero = Dungeon.hero;
if (hero.isAlive() && hero.visibleEnemies() == 0 && cur[hero.pos] > 0) {
Buff.affect( hero, Shadows.class ).prolong();
}
if (regrowth) {
GameScene.updateMap();
}
if (visible) {
Journal.add( Journal.Feature.GARDEN );
}
}
示例11: evolve
@Override
protected void evolve() {
int from = getWidth() + 1;
int to = getLength() - getWidth() - 1;
int[] map = Dungeon.level.map;
boolean regrowth = false;
boolean visible = false;
for (int pos=from; pos < to; pos++) {
if (cur[pos] > 0) {
off[pos] = cur[pos];
volume += off[pos];
if (map[pos] == Terrain.EMBERS || map[pos] == Terrain.EMPTY) {
map[pos] = Terrain.GRASS;
regrowth = true;
}
visible = visible || Dungeon.visible[pos];
} else {
off[pos] = 0;
}
}
Hero hero = Dungeon.hero;
if (hero.isAlive() && hero.visibleEnemies() == 0 && cur[hero.getPos()] > 0) {
Buff.affect( hero, Shadows.class ).prolong();
}
if (regrowth) {
GameScene.updateMap();
}
if (visible) {
Journal.add( Journal.Feature.GARDEN.desc() );
}
}