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Java Ballistica.subPath方法代码示例

本文整理汇总了Java中com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica.subPath方法的典型用法代码示例。如果您正苦于以下问题:Java Ballistica.subPath方法的具体用法?Java Ballistica.subPath怎么用?Java Ballistica.subPath使用的例子?那么恭喜您, 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com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica的用法示例。


在下文中一共展示了Ballistica.subPath方法的4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: affectMap

import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; //导入方法依赖的package包/类
private void affectMap(Ballistica beam){
	boolean noticed = false;
	for (int c: beam.subPath(0, beam.dist)){
		for (int n : PathFinder.NEIGHBOURS9){
			int cell = c+n;

			if (Dungeon.level.discoverable[cell])
				Dungeon.level.mapped[cell] = true;

			int terr = Dungeon.level.map[cell];
			if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {

				Dungeon.level.discover( cell );

				GameScene.discoverTile( cell, terr );
				ScrollOfMagicMapping.discover(cell);

				noticed = true;
			}
		}

		CellEmitter.center(c).burst( RainbowParticle.BURST, Random.IntRange( 1, 2 ) );
	}
	if (noticed)
		Sample.INSTANCE.play( Assets.SND_SECRET );

	GameScene.updateFog();
}
 
开发者ID:00-Evan,项目名称:shattered-pixel-dungeon,代码行数:29,代码来源:WandOfPrismaticLight.java

示例2: chainEnemy

import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; //导入方法依赖的package包/类
private void chainEnemy( Ballistica chain, final Hero hero, final Char enemy ){
	
	if (enemy.properties().contains(Char.Property.IMMOVABLE)) {
		GLog.w( Messages.get(this, "cant_pull") );
		return;
	}
	
	int bestPos = -1;
	for (int i : chain.subPath(1, chain.dist)){
		//prefer to the earliest point on the path
		if (!Dungeon.level.solid[i] && Actor.findChar(i) == null){
			bestPos = i;
			break;
		}
	}
	
	if (bestPos == -1) {
		GLog.i(Messages.get(this, "does_nothing"));
		return;
	}
	
	final int pulledPos = bestPos;
	
	int chargeUse = Dungeon.level.distance(enemy.pos, pulledPos);
	if (chargeUse > charge) {
		GLog.w( Messages.get(this, "no_charge") );
		return;
	} else {
		charge -= chargeUse;
		updateQuickslot();
	}
	
	hero.busy();
	hero.sprite.parent.add(new Chains(hero.sprite.center(), enemy.sprite.center(), new Callback() {
		public void call() {
			Actor.add(new Pushing(enemy, enemy.pos, pulledPos, new Callback() {
				public void call() {
					Dungeon.level.press(pulledPos, enemy);
				}
			}));
			enemy.pos = pulledPos;
			Dungeon.observe();
			GameScene.updateFog();
			hero.spendAndNext(1f);
		}
	}));
}
 
开发者ID:00-Evan,项目名称:shattered-pixel-dungeon,代码行数:48,代码来源:EtherealChains.java

示例3: fx

import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; //导入方法依赖的package包/类
@Override
protected void fx( Ballistica bolt, Callback callback ) {
	//need to perform flame spread logic here so we can determine what cells to put flames in.
	affectedCells = new HashSet<>();
	visualCells = new HashSet<>();

	// 4/6/9 distance
	int maxDist = (int)(4 * Math.pow(1.5,(chargesPerCast()-1)));
	int dist = Math.min(bolt.dist, maxDist);

	for (int i = 0; i < PathFinder.CIRCLE8.length; i++){
		if (bolt.sourcePos+PathFinder.CIRCLE8[i] == bolt.path.get(1)){
			direction = i;
			break;
		}
	}

	float strength = maxDist;
	for (int c : bolt.subPath(1, dist)) {
		strength--; //as we start at dist 1, not 0.
		affectedCells.add(c);
		if (strength > 1) {
			spreadFlames(c + PathFinder.CIRCLE8[left(direction)], strength - 1);
			spreadFlames(c + PathFinder.CIRCLE8[direction], strength - 1);
			spreadFlames(c + PathFinder.CIRCLE8[right(direction)], strength - 1);
		} else {
			visualCells.add(c);
		}
	}

	//going to call this one manually
	visualCells.remove(bolt.path.get(dist));

	for (int cell : visualCells){
		//this way we only get the cells at the tip, much better performance.
		((MagicMissile)curUser.sprite.parent.recycle( MagicMissile.class )).reset(
				MagicMissile.FIRE_CONE,
				curUser.sprite,
				cell,
				null
		);
	}
	MagicMissile.boltFromChar( curUser.sprite.parent,
			MagicMissile.FIRE_CONE,
			curUser.sprite,
			bolt.path.get(dist/2),
			callback );
	Sample.INSTANCE.play( Assets.SND_ZAP );
}
 
开发者ID:00-Evan,项目名称:shattered-pixel-dungeon,代码行数:50,代码来源:WandOfFireblast.java

示例4: fx

import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; //导入方法依赖的package包/类
protected void fx( Ballistica bolt, Callback callback ) {

		affectedCells = new HashSet<>();
		visualCells = new HashSet<>();

		int maxDist = Math.round(1.2f + chargesPerCast()*.8f);
		int dist = Math.min(bolt.dist, maxDist);

		for (int i = 0; i < PathFinder.CIRCLE8.length; i++){
			if (bolt.sourcePos+PathFinder.CIRCLE8[i] == bolt.path.get(1)){
				direction = i;
				break;
			}
		}

		float strength = maxDist;
		for (int c : bolt.subPath(1, dist)) {
			strength--; //as we start at dist 1, not 0.
			if (!Dungeon.level.losBlocking[c]) {
				affectedCells.add(c);
				spreadRegrowth(c + PathFinder.CIRCLE8[left(direction)], strength - 1);
				spreadRegrowth(c + PathFinder.CIRCLE8[direction], strength - 1);
				spreadRegrowth(c + PathFinder.CIRCLE8[right(direction)], strength - 1);
			} else {
				visualCells.add(c);
			}
		}

		//going to call this one manually
		visualCells.remove(bolt.path.get(dist));

		for (int cell : visualCells){
			//this way we only get the cells at the tip, much better performance.
			((MagicMissile)curUser.sprite.parent.recycle( MagicMissile.class )).reset(
					MagicMissile.FOLIAGE_CONE,
					curUser.sprite,
					cell,
					null
			);
		}
		MagicMissile.boltFromChar( curUser.sprite.parent,
				MagicMissile.FOLIAGE_CONE,
				curUser.sprite,
				bolt.path.get(dist/2),
				callback );

		Sample.INSTANCE.play( Assets.SND_ZAP );
	}
 
开发者ID:00-Evan,项目名称:shattered-pixel-dungeon,代码行数:49,代码来源:WandOfRegrowth.java


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