本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.INACTIVE_TRAP属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.INACTIVE_TRAP属性的具体用法?Java Terrain.INACTIVE_TRAP怎么用?Java Terrain.INACTIVE_TRAP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.INACTIVE_TRAP属性的6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: paintBurned
private static void paintBurned( Level level, Room room ) {
for (int i=room.top + 1; i < room.bottom; i++) {
for (int j=room.left + 1; j < room.right; j++) {
int t = Terrain.EMBERS;
switch (Random.Int( 5 )) {
case 0:
t = Terrain.EMPTY;
break;
case 1:
t = Terrain.FIRE_TRAP;
break;
case 2:
t = Terrain.SECRET_FIRE_TRAP;
break;
case 3:
t = Terrain.INACTIVE_TRAP;
break;
}
level.map[i * Level.WIDTH + j] = t;
}
}
}
示例2: paintBurned
private static void paintBurned( Level level, Room room ) {
for (int i=room.top + 1; i < room.bottom; i++) {
for (int j=room.left + 1; j < room.right; j++) {
int t = Terrain.EMBERS;
switch (Random.Int( 5 )) {
case 0:
t = Terrain.EMPTY;
break;
case 1:
t = Terrain.FIRE_TRAP;
break;
case 2:
t = Terrain.SECRET_FIRE_TRAP;
break;
case 3:
t = Terrain.INACTIVE_TRAP;
break;
}
level.map[i * level.getWidth() + j] = t;
}
}
}
示例3: jump
private void jump() {
timeToJump = JUMP_DELAY;
for (int i=0; i < 4; i++) {
int trapPos;
do {
trapPos = Random.Int( Level.LENGTH );
} while (!Level.fieldOfView[trapPos] || !Level.passable[trapPos]);
if (Dungeon.level.map[trapPos] == Terrain.INACTIVE_TRAP) {
Level.set( trapPos, Terrain.POISON_TRAP );
GameScene.updateMap( trapPos );
ScrollOfMagicMapping.discover( trapPos );
}
}
int newPos;
do {
newPos = Random.Int( Level.LENGTH );
} while (
!Level.fieldOfView[newPos] ||
!Level.passable[newPos] ||
(enemy != null && Level.adjacent( newPos, enemy.pos )) ||
Actor.findChar( newPos ) != null);
sprite.move( pos, newPos );
move( newPos );
if (Dungeon.visible[newPos]) {
CellEmitter.get( newPos ).burst( Speck.factory( Speck.WOOL ), 6 );
Sample.INSTANCE.play( Assets.SND_PUFF );
}
spend( 1 / speed() );
}
示例4: move
@Override
public void move( int step ) {
super.move( step );
if (Dungeon.level.map[step] == Terrain.INACTIVE_TRAP && hp() < ht()) {
hp(hp() + Random.Int( 1, ht() - hp() ));
getSprite().emitter().burst( ElmoParticle.FACTORY, 5 );
if (Dungeon.visible[step] && Dungeon.hero.isAlive()) {
GLog.n(Game.getVar(R.string.DM300_Info1));
}
}
int cell = step + Level.NEIGHBOURS8[Random.Int( Level.NEIGHBOURS8.length )];
if (Dungeon.visible[cell]) {
CellEmitter.get( cell ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
Camera.main.shake( 3, 0.7f );
Sample.INSTANCE.play( Assets.SND_ROCKS );
if (Dungeon.level.water[cell]) {
GameScene.ripple( cell );
} else if (Dungeon.level.map[cell] == Terrain.EMPTY) {
Dungeon.level.set( cell, Terrain.EMPTY_DECO );
GameScene.updateMap( cell );
}
}
Char ch = Actor.findChar( cell );
if (ch != null && ch != this) {
Buff.prolong( ch, Paralysis.class, 2 );
}
}
示例5: move
@Override
public void move( int step ) {
super.move( step );
if (Dungeon.level.map[step] == Terrain.INACTIVE_TRAP && HP < HT) {
HP += Random.Int( 1, HT - HP );
sprite.emitter().burst( ElmoParticle.FACTORY, 5 );
if (Dungeon.visible[step] && Dungeon.hero.isAlive()) {
GLog.n( name + " repairs itself!" );
}
}
int[] cells = {
step-1, step+1, step-Level.WIDTH, step+Level.WIDTH,
step-1-Level.WIDTH,
step-1+Level.WIDTH,
step+1-Level.WIDTH,
step+1+Level.WIDTH
};
int cell = cells[Random.Int( cells.length )];
if (Dungeon.visible[cell]) {
CellEmitter.get( cell ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
Camera.main.shake( 3, 0.7f );
Sample.INSTANCE.play( Assets.SND_ROCKS );
if (Level.water[cell]) {
GameScene.ripple( cell );
} else if (Dungeon.level.map[cell] == Terrain.EMPTY) {
Level.set( cell, Terrain.EMPTY_DECO );
GameScene.updateMap( cell );
}
}
Char ch = Actor.findChar( cell );
if (ch != null && ch != this) {
Buff.prolong( ch, Paralysis.class, 2 );
}
}
示例6: move
@Override
public void move( int step ) {
super.move( step );
if (Dungeon.level.map[step] == Terrain.INACTIVE_TRAP && HP < HT) {
HP += Random.Int( 1, HT - HP );
sprite.emitter().burst( ElmoParticle.FACTORY, 5 );
if (Dungeon.visible[step] && Dungeon.hero.isAlive()) {
GLog.n( "DM-300 repairs itself!" );
}
}
int[] cells = {
step-1, step+1, step-Level.WIDTH, step+Level.WIDTH,
step-1-Level.WIDTH,
step-1+Level.WIDTH,
step+1-Level.WIDTH,
step+1+Level.WIDTH
};
int cell = cells[Random.Int( cells.length )];
if (Dungeon.visible[cell]) {
CellEmitter.get( cell ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
Camera.main.shake( 3, 0.7f );
Sample.INSTANCE.play( Assets.SND_ROCKS );
if (Level.water[cell]) {
GameScene.ripple( cell );
} else if (Dungeon.level.map[cell] == Terrain.EMPTY) {
Level.set( cell, Terrain.EMPTY_DECO );
GameScene.updateMap( cell );
}
}
Char ch = Actor.findChar( cell );
if (ch != null && ch != this) {
Buff.prolong( ch, Paralysis.class, 2 );
}
}