本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.WALL_DECO属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.WALL_DECO属性的具体用法?Java Terrain.WALL_DECO怎么用?Java Terrain.WALL_DECO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_DECO属性的13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: tileDesc
@Override
public String tileDesc( int tile ) {
switch (tile) {
case Terrain.ENTRANCE:
return Game.getVar(R.string.Guts_TileDescEntrance);
case Terrain.EXIT:
return Game.getVar(R.string.Guts_TileDescExit);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.Guts_TileHighGrass);
case Terrain.WALL_DECO:
return Game.getVar(R.string.Guts_TileDescDeco);
case Terrain.BOOKSHELF:
return Game.getVar(R.string.Guts_TileDescBookshelf);
default:
return super.tileDesc( 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: 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4: 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5: 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6: addVisuals
public static void addVisuals( Level level, Scene scene ) {
for (int i=0; i < level.getLength(); i++) {
if (level.map[i] == Terrain.WALL_DECO) {
scene.add( new Sink( i ) );
}
}
}
示例7: 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8: addVisuals
public static void addVisuals( Level level, Scene scene ) {
for (int i=0; i < level.getLength(); i++) {
if (level.map[i] == Terrain.WALL_DECO) {
scene.add( new Vein( i ) );
}
}
}
示例9: addVisuals
public static void addVisuals( Level level, Scene scene ) {
for (int i=0; i < level.getLength(); i++) {
if (level.map[i] == Terrain.WALL_DECO) {
scene.add( new Candle( i ) );
}
}
}
示例10: execute
@Override
public void execute( final Hero hero, String action ) {
if (action == AC_MINE) {
if (Dungeon.depth < 11 || Dungeon.depth > 15) {
GLog.w( TXT_NO_VEIN );
return;
}
for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
final int pos = hero.pos + Level.NEIGHBOURS8[i];
if (Dungeon.level.map[pos] == Terrain.WALL_DECO) {
hero.spend( TIME_TO_MINE );
hero.busy();
hero.sprite.attack( pos, new Callback() {
@Override
public void call() {
CellEmitter.center( pos ).burst( Speck.factory( Speck.STAR ), 7 );
Sample.INSTANCE.play( Assets.SND_EVOKE );
Level.set( pos, Terrain.WALL );
GameScene.updateMap( pos );
DarkGold gold = new DarkGold();
if (gold.doPickUp( Dungeon.hero )) {
GLog.i(Hero.TXT_YOU_NOW_HAVE, name());
} else {
Dungeon.level.drop( gold, hero.pos ).sprite.drop();
}
Hunger hunger = hero.buff( Hunger.class );
if (hunger != null && !hunger.isStarving()) {
hunger.satisfy( -Hunger.STARVING / 10 );
BuffIndicator.refreshHero();
}
hero.onOperateComplete();
}
} );
return;
}
}
GLog.w( TXT_NO_VEIN );
} else {
super.execute( hero, action );
}
}
示例11: execute
@Override
public void execute( final Hero hero, String action ) {
if (action == AC_MINE) {
if (Dungeon.depth < 11 || Dungeon.depth > 15) {
GLog.w( TXT_NO_VEIN );
return;
}
for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
final int pos = hero.pos + Level.NEIGHBOURS8[i];
if (Dungeon.level.map[pos] == Terrain.WALL_DECO) {
hero.spend( TIME_TO_MINE );
hero.busy();
hero.sprite.attack( pos, new Callback() {
@Override
public void call() {
CellEmitter.center( pos ).burst( Speck.factory( Speck.STAR ), 7 );
Sample.INSTANCE.play( Assets.SND_EVOKE );
Level.set( pos, Terrain.WALL );
GameScene.updateMap( pos );
DarkGold gold = new DarkGold();
if (gold.doPickUp( Dungeon.hero )) {
GLog.i( Hero.TXT_YOU_NOW_HAVE, gold.name() );
} else {
Dungeon.level.drop( gold, hero.pos ).sprite.drop();
}
Hunger hunger = hero.buff( Hunger.class );
if (hunger != null && !hunger.isStarving()) {
hunger.satisfy( -Hunger.STARVING / 10 );
BuffIndicator.refreshHero();
}
hero.onOperateComplete();
}
} );
return;
}
}
GLog.w( TXT_NO_VEIN );
} else {
super.execute( hero, action );
}
}
示例12: 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;
}
}
}
示例13: execute
@Override
public void execute( final Hero hero, String action ) {
if (action.equals(AC_MINE)) {
if (!(Dungeon.level instanceof CavesLevel || Dungeon.level instanceof CavesBossLevel) ) {
GLog.w( TXT_NO_VEIN );
return;
}
for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
final int pos = hero.getPos() + Level.NEIGHBOURS8[i];
if (Dungeon.level.map[pos] == Terrain.WALL_DECO) {
hero.spend( TIME_TO_MINE );
hero.busy();
hero.getSprite().attack( pos, new Callback() {
@Override
public void call() {
CellEmitter.center( pos ).burst( Speck.factory( Speck.STAR ), 7 );
Sample.INSTANCE.play( Assets.SND_EVOKE );
Dungeon.level.set( pos, Terrain.WALL );
GameScene.updateMap( pos );
DarkGold gold = new DarkGold();
if (gold.doPickUp( Dungeon.hero )) {
GLog.i( Hero.TXT_YOU_NOW_HAVE, gold.name() );
} else {
Dungeon.level.drop( gold, hero.getPos() ).sprite.drop();
}
Hunger hunger = hero.buff( Hunger.class );
if (hunger != null && !hunger.isStarving()) {
hunger.satisfy( -Hunger.STARVING / 10 );
BuffIndicator.refreshHero();
}
hero.onOperateComplete();
}
} );
return;
}
}
GLog.w( TXT_NO_VEIN );
} else {
super.execute( hero, action );
}
}