本文整理汇总了Java中com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle类的典型用法代码示例。如果您正苦于以下问题:Java LeafParticle类的具体用法?Java LeafParticle怎么用?Java LeafParticle使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LeafParticle类属于com.shatteredpixel.shatteredpixeldungeon.effects.particles包,在下文中一共展示了LeafParticle类的6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: wither
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
public void wither() {
Dungeon.level.uproot( pos );
sprite.kill();
if (Dungeon.visible[pos]) {
CellEmitter.get( pos ).burst( LeafParticle.GENERAL, 6 );
}
if (Dungeon.hero.subClass == HeroSubClass.WARDEN) {
int naturalismLevel = 0;
SandalsOfNature.Naturalism naturalism = Dungeon.hero.buff( SandalsOfNature.Naturalism.class );
if (naturalism != null) {
naturalismLevel = naturalism.level()+1;
}
if (Random.Int( 5 - (naturalismLevel/2) ) == 0) {
Item seed = Generator.random(Generator.Category.SEED);
if (seed instanceof BlandfruitBush.Seed) {
if (Random.Int(15) - Dungeon.limitedDrops.blandfruitSeed.count >= 0) {
Dungeon.level.drop(seed, pos).sprite.drop();
Dungeon.limitedDrops.blandfruitSeed.count++;
}
} else
Dungeon.level.drop(seed, pos).sprite.drop();
}
if (Random.Int( 5 - naturalismLevel ) == 0) {
Dungeon.level.drop( new Dewdrop(), pos ).sprite.drop();
}
}
}
示例2: wither
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
public void wither() {
Dungeon.level.uproot( pos );
if (Dungeon.level.heroFOV[pos]) {
CellEmitter.get( pos ).burst( LeafParticle.GENERAL, 6 );
}
if (Dungeon.hero.subClass == HeroSubClass.WARDEN) {
int naturalismLevel = 0;
SandalsOfNature.Naturalism naturalism = Dungeon.hero.buff( SandalsOfNature.Naturalism.class );
if (naturalism != null) {
naturalismLevel = naturalism.itemLevel()+1;
}
if (Random.Int( 5 - (naturalismLevel/2) ) == 0) {
Item seed = Generator.random(Generator.Category.SEED);
if (seed instanceof BlandfruitBush.Seed) {
if (Random.Int(5) - Dungeon.LimitedDrops.BLANDFRUIT_SEED.count >= 0) {
Dungeon.level.drop(seed, pos).sprite.drop();
Dungeon.LimitedDrops.BLANDFRUIT_SEED.count++;
}
} else
Dungeon.level.drop(seed, pos).sprite.drop();
}
if (Random.Int( 5 - naturalismLevel ) == 0) {
Dungeon.level.drop( new Dewdrop(), pos ).sprite.drop();
}
}
}
示例3: use
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
@Override
public void use( BlobEmitter emitter ) {
super.use( emitter );
emitter.start( LeafParticle.LEVEL_SPECIFIC, 0.2f, 0 );
}
示例4: foliage
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
public static void foliage( Group group, int from, int to, Callback callback ) {
MagicMissile missile = ((MagicMissile)group.recycle( MagicMissile.class ));
missile.reset( from, to, callback );
missile.size( 4 );
missile.pour( LeafParticle.GENERAL, 0.01f );
}
示例5: trample
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
public static void trample( Level level, int pos, Char ch ) {
Level.set( pos, Terrain.GRASS );
GameScene.updateMap( pos );
if (!Dungeon.isChallenged( Challenges.NO_HERBALISM )) {
int naturalismLevel = 0;
if (ch != null) {
SandalsOfNature.Naturalism naturalism = ch.buff( SandalsOfNature.Naturalism.class );
if (naturalism != null) {
if (!naturalism.isCursed()) {
naturalismLevel = naturalism.itemLevel() + 1;
naturalism.charge();
} else {
naturalismLevel = -1;
}
}
}
if (naturalismLevel >= 0) {
// Seed, scales from 1/16 to 1/4
if (Random.Int(16 - ((int) (naturalismLevel * 3))) == 0) {
Item seed = Generator.random(Generator.Category.SEED);
if (seed instanceof BlandfruitBush.Seed) {
if (Random.Int(5) - Dungeon.LimitedDrops.BLANDFRUIT_SEED.count >= 0) {
level.drop(seed, pos).sprite.drop();
Dungeon.LimitedDrops.BLANDFRUIT_SEED.count++;
}
} else
level.drop(seed, pos).sprite.drop();
}
// Dew, scales from 1/6 to 1/3
if (Random.Int(24 - naturalismLevel*3) <= 3) {
level.drop(new Dewdrop(), pos).sprite.drop();
}
}
}
int leaves = 4;
if (ch instanceof Hero) {
Hero hero = (Hero)ch;
// Barkskin
if (hero.subClass == HeroSubClass.WARDEN) {
Buff.affect(ch, Barkskin.class).level(ch.HT / 3);
leaves += 4;
}
//Camouflage
if (hero.belongings.armor != null && hero.belongings.armor.hasGlyph(Camouflage.class)){
Buff.affect(hero, Camouflage.Camo.class).set(3 + hero.belongings.armor.level());
leaves += 4;
}
}
CellEmitter.get( pos ).burst( LeafParticle.LEVEL_SPECIFIC, leaves );
if (Dungeon.level.heroFOV[pos]) Dungeon.observe();
}
示例6: reset
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle; //导入依赖的package包/类
public void reset( int type, PointF from, PointF to, Callback callback ) {
this.callback = callback;
revive();
x = from.x;
y = from.y;
width = 0;
height = 0;
PointF d = PointF.diff( to, from );
PointF speed = new PointF( d ).normalize().scale( SPEED );
sx = speed.x;
sy = speed.y;
time = d.length() / SPEED;
switch(type){
case MAGIC_MISSILE: default:
size( 4 );
pour( WhiteParticle.FACTORY, 0.01f );
break;
case FROST:
pour( MagicParticle.FACTORY, 0.01f );
break;
case FIRE:
size( 4 );
pour( FlameParticle.FACTORY, 0.01f );
break;
case POISON:
size( 3 );
pour( PoisonParticle.MISSILE, 0.01f );
break;
case FOLIAGE:
size( 4 );
pour( LeafParticle.GENERAL, 0.01f );
break;
case FORCE:
pour( SlowParticle.FACTORY, 0.01f );
break;
case BEACON:
pour( ForceParticle.FACTORY, 0.01f );
break;
case SHADOW:
size( 4 );
pour( ShadowParticle.MISSILE, 0.01f );
break;
case RAINBOW:
size( 4 );
pour( RainbowParticle.BURST, 0.01f );
break;
case FIRE_CONE:
size( 10 );
pour( FlameParticle.FACTORY, 0.03f );
break;
case FOLIAGE_CONE:
size( 10 );
pour( LeafParticle.GENERAL, 0.03f );
break;
}
}