本文整理汇总了Java中com.shatteredpixel.shatteredpixeldungeon.levels.Level.addItemToSpawn方法的典型用法代码示例。如果您正苦于以下问题:Java Level.addItemToSpawn方法的具体用法?Java Level.addItemToSpawn怎么用?Java Level.addItemToSpawn使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.shatteredpixel.shatteredpixeldungeon.levels.Level
的用法示例。
在下文中一共展示了Level.addItemToSpawn方法的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: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
public static void paint( Level level, Room room ) {
final int floor = Terrain.EMPTY_SP;
fill( level, room, Terrain.WALL );
fill( level, room, 1, floor );
int n = Random.IntRange( 3, 4 );
for (int i=0; i < n; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != floor);
level.drop( prize( level ), pos );
}
room.entrance().set( Room.Door.Type.BARRICADE );
level.addItemToSpawn( new PotionOfLiquidFlame() );
}
示例2: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
Point c = room.center();
int cx = c.x;
int cy = c.y;
Room.Door entrance = room.entrance();
entrance.set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
if (entrance.x == room.left) {
set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
cx = room.right - 2;
} else if (entrance.x == room.right) {
set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
cx = room.left + 2;
} else if (entrance.y == room.top) {
set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
cy = room.bottom - 2;
} else if (entrance.y == room.bottom) {
set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
cy = room.top + 2;
}
level.drop( prize( level ), cx + cy * Level.WIDTH ).type = Type.TOMB;
}
示例3: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
int cx = (room.left + room.right) / 2;
int cy = (room.top + room.bottom) / 2;
int c = cx + cy * Level.WIDTH;
switch (Random.Int( 3 )) {
case 0:
level.drop( prize( level ), c ).type = Type.LOCKED_CHEST;
level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
break;
case 1:
Item i1, i2;
do {
i1 = prize( level );
i2 = prize( level );
} while (i1.getClass() == i2.getClass());
level.drop( i1, c ).type = Type.CRYSTAL_CHEST;
level.drop( i2, c + Level.NEIGHBOURS8[Random.Int( 8 )]).type = Type.CRYSTAL_CHEST;
level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
break;
case 2:
level.drop( prize( level ), c );
set( level, c, Terrain.PEDESTAL );
break;
}
room.entrance().set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
}
示例4: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
public static void paint( Level level, Room room ) {
Integer traps[] = {
Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP, Terrain.TOXIC_TRAP,
Terrain.PARALYTIC_TRAP, Terrain.PARALYTIC_TRAP,
!Dungeon.bossLevel( Dungeon.depth + 1 ) ? Terrain.CHASM : Terrain.SUMMONING_TRAP };
fill( level, room, Terrain.WALL );
fill( level, room, 1, Random.element( traps ) );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
int lastRow = level.map[room.left + 1 + (room.top + 1) * Level.WIDTH] == Terrain.CHASM ? Terrain.CHASM : Terrain.EMPTY;
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
fill( level, x, room.top + 1, 1, room.height() - 1 , lastRow );
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
fill( level, room.left + 1, y, room.width() - 1, 1 , lastRow );
}
int pos = x + y * Level.WIDTH;
if (Random.Int( 3 ) == 0) {
if (lastRow == Terrain.CHASM) {
set( level, pos, Terrain.EMPTY );
}
level.drop( prize( level ), pos ).type = Heap.Type.CHEST;
} else {
set( level, pos, Terrain.PEDESTAL );
level.drop( prize( level ), pos );
}
level.addItemToSpawn( new PotionOfLevitation() );
}
示例5: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
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6: paint
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; //导入方法依赖的package包/类
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
Point c = room.center();
int cx = c.x;
int cy = c.y;
Room.Door door = room.entrance();
door.set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
if (door.x == room.left) {
fill( level, room.right - 1, room.top + 1, 1, room.height() - 1 , Terrain.STATUE );
cx = room.right - 2;
} else if (door.x == room.right) {
fill( level, room.left + 1, room.top + 1, 1, room.height() - 1 , Terrain.STATUE );
cx = room.left + 2;
} else if (door.y == room.top) {
fill( level, room.left + 1, room.bottom - 1, room.width() - 1, 1 , Terrain.STATUE );
cy = room.bottom - 2;
} else if (door.y == room.bottom) {
fill( level, room.left + 1, room.top + 1, room.width() - 1, 1 , Terrain.STATUE );
cy = room.top + 2;
}
Statue statue = new Statue();
statue.pos = cx + cy * Level.WIDTH;
level.mobs.add( statue );
Actor.occupyCell( statue );
}