本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.STATUE属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.STATUE属性的具体用法?Java Terrain.STATUE怎么用?Java Terrain.STATUE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.STATUE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: 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: 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3: 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);
default:
return super.tileDesc( tile );
}
}
示例5: 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6: 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7: tileDesc
@Override
public String tileDesc(int tile) {
switch (tile) {
case Terrain.WATER:
return Game.getVar(R.string.LastLevel_TileDescWater);
case Terrain.STATUE:
case Terrain.STATUE_SP:
return Game.getVar(R.string.LastLevel_TileDescStatue);
default:
return super.tileDesc(tile);
}
}