本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.WELL属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.WELL属性的具体用法?Java Terrain.WELL怎么用?Java Terrain.WELL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.WELL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: onThrow
@Override
protected void onThrow( int cell ) {
if (Dungeon.level.map[cell] == Terrain.WELL || Dungeon.level.pit[cell]) {
super.onThrow( cell );
} else {
if(! molder( cell )){
super.onThrow(cell);
}
}
}
示例2: update
@Override
public void update() {
super.update();
visible = (heap == null || Dungeon.visible[heap.pos]);
if (dropInterval > 0 && (dropInterval -= Game.elapsed) <= 0) {
speed.set( 0 );
acc.set( 0 );
place( heap.pos );
if (visible) {
boolean water = Level.water[heap.pos];
if (water) {
GameScene.ripple( heap.pos );
} else {
int cell = Dungeon.level.map[heap.pos];
water = (cell == Terrain.WELL || cell == Terrain.ALCHEMY);
}
if (!(heap.peek() instanceof Gold)) {
Sample.INSTANCE.play( water ? Assets.SND_WATER : Assets.SND_STEP, 0.8f, 0.8f, 1.2f );
}
}
}
if (visible && glowing != null) {
if (glowUp && (phase += Game.elapsed) > glowing.period) {
glowUp = false;
phase = glowing.period;
} else if (!glowUp && (phase -= Game.elapsed) < 0) {
glowUp = true;
phase = 0;
}
float value = phase / glowing.period * 0.6f;
rm = gm = bm = 1 - value;
ra = glowing.red * value;
ga = glowing.green * value;
ba = glowing.blue * value;
}
}
示例3: onThrow
@Override
protected void onThrow( int cell ) {
if (Dungeon.hero.pos == cell) {
apply( Dungeon.hero );
} else if (Dungeon.level.map[cell] == Terrain.WELL || Level.pit[cell]) {
super.onThrow( cell );
} else {
shatter( cell );
}
}
示例4: update
@Override
public void update() {
super.update();
visible = (heap == null || Dungeon.visible[heap.pos]);
if (dropInterval > 0 && (dropInterval -= Game.elapsed) <= 0) {
speed.set( 0 );
acc.set( 0 );
place( heap.pos );
if (visible) {
boolean water = Level.water[heap.pos];
if (water) {
GameScene.ripple( heap.pos );
} else {
int cell = Dungeon.level.map[heap.pos];
water = (cell == Terrain.WELL || cell == Terrain.ALCHEMY);
}
if (!(heap.peek() instanceof Gold)) {
Sample.INSTANCE.play( water ? Assets.SND_WATER : Assets.SND_STEP, 0.8f, 0.8f, 1.2f );
}
}
}
if (visible && glowing != null) {
if (glowUp && (phase += Game.elapsed) > glowing.period) {
glowUp = false;
phase = glowing.period;
} else if (!glowUp && (phase -= Game.elapsed) < 0) {
glowUp = true;
phase = 0;
}
float value = phase / glowing.period * 0.6f;
rm = gm = bm = 1 - value;
ra = glowing.red * value;
ga = glowing.green * value;
ba = glowing.blue * value;
}
}
示例5: onThrow
@Override
protected void onThrow( int cell ) {
if (Dungeon.hero.getPos() == cell) {
apply( Dungeon.hero );
} else if (Dungeon.level.map[cell] == Terrain.WELL || Dungeon.level.pit[cell]) {
super.onThrow( cell );
} else {
shatter( cell );
}
}