本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.TOXIC_TRAP属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.TOXIC_TRAP属性的具体用法?Java Terrain.TOXIC_TRAP怎么用?Java Terrain.TOXIC_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.TOXIC_TRAP属性的2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 ) {
Integer traps[] = {
Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP,
Terrain.PARALYTIC_TRAP, Terrain.PARALYTIC_TRAP,
!Dungeon.bossLevel( Dungeon.depth + 1 ) ? Terrain.CHASM : Terrain.SUMMONING_TRAP };
fill( level, room, Terrain.WALL );
fill( level, room, 1, Random.element( traps ) );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
int lastRow = level.map[room.left + 1 + (room.top + 1) * Level.WIDTH] == Terrain.CHASM ? Terrain.CHASM : Terrain.EMPTY;
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
}
int pos = x + y * Level.WIDTH;
if (Random.Int( 3 ) == 0) {
if (lastRow == Terrain.CHASM) {
set( level, pos, Terrain.EMPTY );
}
level.drop( prize( level ), pos ).type = Heap.Type.CHEST;
} else {
set( level, pos, Terrain.PEDESTAL );
level.drop( prize( level ), pos );
}
level.addItemToSpawn( new PotionOfLevitation() );
}
示例2: paint
public static void paint( Level level, Room room ) {
Integer traps[] = {
Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP,
Terrain.PARALYTIC_TRAP, Terrain.PARALYTIC_TRAP, Terrain.CHASM, Terrain.SUMMONING_TRAP };
fill( level, room, Terrain.WALL );
fill( level, room, 1, Random.element( traps ) );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
int lastRow = level.map[room.left + 1 + (room.top + 1) * level.getWidth()] == Terrain.CHASM ? Terrain.CHASM : Terrain.EMPTY;
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
}
int pos = x + y * level.getWidth();
if (Random.Int( 3 ) == 0) {
if (lastRow == Terrain.CHASM) {
set( level, pos, Terrain.EMPTY );
}
level.drop( prize( level ), pos ).type = Heap.Type.CHEST;
} else {
set( level, pos, Terrain.PEDESTAL );
level.drop( prize( level ), pos );
}
level.addItemToSpawn( new PotionOfLevitation() );
}