本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.WATER属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.WATER属性的具体用法?Java Terrain.WATER怎么用?Java Terrain.WATER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.WATER属性的15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: placeShopkeeper
private static void placeShopkeeper( Level level, Room room ) {
int pos;
do {
pos = room.random();
} while (level.heaps.get( pos ) != null);
Mob shopkeeper = level instanceof LastShopLevel ? new ImpShopkeeper() : new Shopkeeper();
shopkeeper.pos = pos;
level.mobs.add( shopkeeper );
if (level instanceof LastShopLevel) {
for (int i=0; i < Level.NEIGHBOURS9.length; i++) {
int p = shopkeeper.pos + Level.NEIGHBOURS9[i];
if (level.map[p] == Terrain.EMPTY_SP) {
level.map[p] = Terrain.WATER;
}
}
}
}
示例2: 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: 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5: placeShopkeeper
private static void placeShopkeeper( Level level, Room room ) {
int pos;
do {
pos = room.random(level);
} while (level.getHeap( pos ) != null);
Mob shopkeeper = level instanceof LastShopLevel ? new ImpShopkeeper() : new Shopkeeper();
if (Dungeon.depth == 27) {
shopkeeper = new AzuterronNPC();
}
shopkeeper.setPos(pos);
level.mobs.add( shopkeeper );
if (level instanceof LastShopLevel) {
for (int i=0; i < Level.NEIGHBOURS9.length; i++) {
int p = shopkeeper.getPos() + Level.NEIGHBOURS9[i];
if (level.map[p] == Terrain.EMPTY_SP) {
level.map[p] = Terrain.WATER;
}
}
}
}
示例6: decorateCell
private void decorateCell(Level level, int cellId) {
level.map[cellId] = Terrain.EMPTY;
switch(interior){
case 0: //simple cave
switch(Random.Int(3)){
case 0:
level.map[cellId] = Terrain.WATER;
break;
case 1:
level.map[cellId] = Terrain.HIGH_GRASS;
break;
}
break;
case 1: //garden
level.map[cellId] = Terrain.HIGH_GRASS;
if(Random.Int(5)==0) {
level.plant( (Seed)Generator.random(Generator.Category.SEED), cellId);
}
break;
case 2: //water
level.map[cellId] = Terrain.WATER;
if(Random.Int(5)==0) {
level.map[cellId] = Terrain.GRASS;
}
break;
}
}
示例7: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return Game.getVar(R.string.Prison_TileWater);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.City_TileHighGrass);
case Terrain.UNLOCKED_EXIT:
case Terrain.LOCKED_EXIT:
return Game.getVar(R.string.PortalGate_Name);
default:
return super.tileName( tile );
}
}
示例8: readConfig
public static XTilemapConfiguration readConfig(String filename) throws JSONException {
createTerrainMapping();
JSONObject terrainDesc = JsonHelper.readJsonFromAsset(filename);
XTilemapConfiguration ret = new XTilemapConfiguration();
Iterator<?> keys = terrainDesc.keys();
while( keys.hasNext() ) {
String key = (String)keys.next();
if(terrainMapping.containsKey(key)) {
int terrain = terrainMapping.get(key);
ret.tilemapConfiguration.put(terrain,createTileDescFromKey(terrainDesc, key));
}
}
for(int secretTrap: Terrain.SECRET_TRAPS) {
ret.tilemapConfiguration.put(secretTrap,createTileDescFromKey(terrainDesc, "SECRET_TRAP"));
}
TileDesc waterTileDesc = createTileDescFromKey(terrainDesc, "WATER_TILES");
for(int waterBorder = Terrain.WATER_TILES;waterBorder<=Terrain.WATER;++waterBorder) {
TileDesc borderPieceDesc = new TileDesc();
borderPieceDesc.baseTiles = (ArrayList<Integer>) waterTileDesc.baseTiles.clone();
borderPieceDesc.decoTiles = (ArrayList<Integer>) waterTileDesc.decoTiles.clone();
for(int i = 0;i< waterTileDesc.baseTiles.size();++i) {
borderPieceDesc.baseTiles.set(i, borderPieceDesc.baseTiles.get(i) + waterBorder - Terrain.WATER_TILES);
}
ret.tilemapConfiguration.put(waterBorder, borderPieceDesc);
}
for (Integer tileType:terrainMapping.values()) {
if(!ret.tilemapConfiguration.containsKey(tileType)) {
GLog.w("description for tile id %d is missing",tileType);
}
}
return ret;
}
示例9: 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10: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.GRASS:
return Game.getVar(R.string.Guts_TileGrass);
case Terrain.HIGH_GRASS:
return Game.getVar(R.string.Guts_TileHighGrass);
case Terrain.WATER:
return Game.getVar(R.string.Guts_TileWater);
default:
return super.tileName( tile );
}
}
示例11: 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);
}
}
示例12: tileName
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return Game.getVar(R.string.Prison_TileWater);
default:
return super.tileName( tile );
}
}
示例13: paint
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.WATER );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
}
int pos = x + y * Level.WIDTH;
level.drop( prize( level ), pos ).type =
Random.Int( 3 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
set( level, pos, Terrain.PEDESTAL );
level.addItemToSpawn( new PotionOfInvisibility() );
for (int i=0; i < NPIRANHAS; i++) {
Piranha piranha = new Piranha();
do {
piranha.pos = room.random();
} while (level.map[piranha.pos] != Terrain.WATER|| Actor.findChar( piranha.pos ) != null);
level.mobs.add( piranha );
Actor.occupyCell( piranha );
}
}
示例14: WndInfoCell
public WndInfoCell( int cell ) {
super();
Level level = Dungeon.level;
LevelObject obj = level.getTopLevelObject(cell);
int tile = level.getTileType(cell);
IconTitle titlebar = new IconTitle();
if (tile == Terrain.WATER) {
Image water = new Image( level.getWaterTex() );
water.frame( 0, 0, DungeonTilemap.SIZE, DungeonTilemap.SIZE );
titlebar.icon( water );
} else {
titlebar.icon(GameScene.getTile( cell ) );
}
String title = level.tileNameByCell( cell );
if(obj != null) {
title += " & " + obj.name();
}
titlebar.label( title );
titlebar.setRect( 0, 0, WIDTH, 0 );
add( titlebar );
float yPos = titlebar.bottom();
Text info = PixelScene.createMultiline(GuiProperties.regularFontSize());
add( info );
StringBuilder desc = new StringBuilder( level.tileDescByCell( cell ) );
final char newLine = '\n';
if(obj != null) {
LevelObjectSprite sprite = new LevelObjectSprite();
sprite.reset(obj);
float xs = obj.getSpriteXS();
float ys = obj.getSpriteYS();
sprite.setPos(-(xs - DungeonTilemap.SIZE) / 2, -(ys-DungeonTilemap.SIZE) / 2);
sprite.setScale(DungeonTilemap.SIZE/xs,DungeonTilemap.SIZE/ys);
add(sprite);
desc.append(newLine);
desc.append(obj.desc());
}
for (Blob blob:level.blobs.values()) {
if (blob.cur[cell] > 0 && blob.tileDesc() != null) {
if (desc.length() > 0) {
desc.append( newLine );
}
desc.append( blob.tileDesc() );
}
}
info.text( desc.length() > 0 ? desc.toString() : TXT_NOTHING );
info.maxWidth(WIDTH);
info.measure();
info.x = titlebar.left();
info.y = yPos + GAP;
resize( WIDTH, (int)(info.bottom()) );
}
示例15: paint
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.WATER );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
}
int pos = x + y * level.getWidth();
level.drop( prize( level ), pos ).type =
Random.Int( 3 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
set( level, pos, Terrain.PEDESTAL );
level.addItemToSpawn( new PotionOfInvisibility() );
for (int i=0; i < NPIRANHAS; i++) {
Piranha piranha = new Piranha();
do {
piranha.setPos(room.random(level));
} while (level.map[piranha.getPos()] != Terrain.WATER|| Actor.findChar( piranha.getPos() ) != null);
level.mobs.add( piranha );
Actor.occupyCell( piranha );
}
}