本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.WALL属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.WALL属性的具体用法?Java Terrain.WALL怎么用?Java Terrain.WALL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.WALL属性的5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: decorate
@Override
protected void decorate() {
for (int i=0; i < getLength(); i++) {
if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
}
示例2: decorate
@Override
protected void decorate() {
for (int i=0; i < getWidth(); i++) {
if (map[i] == Terrain.WALL &&
map[i + getWidth()] == Terrain.WATER &&
Random.Int( 4 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
for (int i=getWidth(); i < getLength() - getWidth(); i++) {
if (map[i] == Terrain.WALL &&
map[i - getWidth()] == Terrain.WALL &&
map[i + getWidth()] == Terrain.WATER &&
Random.Int( 2 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
for (int i=getWidth() + 1; i < getLength() - getWidth() - 1; i++) {
if (map[i] == Terrain.EMPTY) {
int count =
(map[i + 1] == Terrain.WALL ? 1 : 0) +
(map[i - 1] == Terrain.WALL ? 1 : 0) +
(map[i + getWidth()] == Terrain.WALL ? 1 : 0) +
(map[i - getWidth()] == Terrain.WALL ? 1 : 0);
if (Random.Int( 16 ) < count * count) {
map[i] = Terrain.EMPTY_DECO;
}
}
}
placeEntranceSign();
}
示例3: decorate
@Override
protected void decorate() {
for (int i=0; i < getLength(); i++) {
if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
map[i] = Terrain.EMPTY_DECO;
} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
}
示例4: digChamber
public boolean digChamber(Level level, boolean realyDig) {
for (int i = -r; i < r + 1; ++i) {
for (int j = -r; j < r + 1; ++j) {
if (level.cellValid(x + i, y + j)) {
boolean empty = false;
switch (shape) {
case 0:
empty = Math.abs(i - j) < r;
break;
case 1:
empty = Math.abs(j - i) < r;
break;
case 2:
empty = Math.abs(i + j) < r;
break;
case 3:
empty = Math.abs(i) + Math.abs(j) < r;
break;
case 4:
empty = Math.abs(i * j) < r;
break;
case 5:
empty = i*i + j*j < r*r;
break;
}
if (empty) {
int cellId = level.cell(x + i, y + j);
if(realyDig) {
decorateCell(level, cellId);
}else {
if(level.map[cellId] != Terrain.WALL) {
return false;
}
}
}
}
}
}
return true;
}
示例5: decorate
@Override
protected void decorate() {
for (int i=getWidth() + 1; i < getLength() - getWidth() - 1; i++) {
if (map[i] == Terrain.EMPTY) {
float c = 0.05f;
if (map[i + 1] == Terrain.WALL && map[i + getWidth()] == Terrain.WALL) {
c += 0.2f;
}
if (map[i - 1] == Terrain.WALL && map[i + getWidth()] == Terrain.WALL) {
c += 0.2f;
}
if (map[i + 1] == Terrain.WALL && map[i - getWidth()] == Terrain.WALL) {
c += 0.2f;
}
if (map[i - 1] == Terrain.WALL && map[i - getWidth()] == Terrain.WALL) {
c += 0.2f;
}
if (Random.Float() < c) {
map[i] = Terrain.EMPTY_DECO;
}
}
}
for (int i=0; i < getWidth(); i++) {
if (map[i] == Terrain.WALL &&
(map[i + getWidth()] == Terrain.EMPTY || map[i + getWidth()] == Terrain.EMPTY_SP) &&
Random.Int( 6 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
for (int i=getWidth(); i < getLength() - getWidth(); i++) {
if (map[i] == Terrain.WALL &&
map[i - getWidth()] == Terrain.WALL &&
(map[i + getWidth()] == Terrain.EMPTY || map[i + getWidth()] == Terrain.EMPTY_SP) &&
Random.Int( 3 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
}