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Java Terrain.ENTRANCE属性代码示例

本文整理汇总了Java中com.watabou.pixeldungeon.levels.Terrain.ENTRANCE属性的典型用法代码示例。如果您正苦于以下问题:Java Terrain.ENTRANCE属性的具体用法?Java Terrain.ENTRANCE怎么用?Java Terrain.ENTRANCE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com.watabou.pixeldungeon.levels.Terrain的用法示例。


在下文中一共展示了Terrain.ENTRANCE属性的9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: build

@Override
protected boolean build() {
	Arrays.fill(map, Terrain.WALL);

	createChambers();

	Chamber ent = chambers.get(0);
	entrance = cell(ent.x, ent.y);
	map[entrance] = Terrain.ENTRANCE;


	Chamber ext = chambers.get(chambers.size() - 1);
	setExit(cell(ext.x, ext.y), 0);
	if (Dungeon.depth != 10){
		map[getExit(0)] = Terrain.EXIT;
	} else{
		map[getExit(0)] = Terrain.LOCKED_EXIT;
	}

	setFeeling(Feeling.NONE);
	placeTraps();
	return true;
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:23,代码来源:SpiderLevel.java

示例2: tileDesc

@Override
public String tileDesc( int tile ) {
	switch (tile) {
	case Terrain.ENTRANCE:
		return Game.getVar(R.string.Guts_TileDescEntrance);
	case Terrain.EXIT:
		return Game.getVar(R.string.Guts_TileDescExit);
	case Terrain.HIGH_GRASS:
		return Game.getVar(R.string.Guts_TileHighGrass);
	case Terrain.WALL_DECO:
		return Game.getVar(R.string.Guts_TileDescDeco);
	case Terrain.BOOKSHELF:
		return Game.getVar(R.string.Guts_TileDescBookshelf);
	default:
		return super.tileDesc( tile );
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:17,代码来源:GutsLevel.java

示例3: build

@Override
protected boolean build() {

	Painter.fill( this, _Left(), TOP, HALL_WIDTH, HALL_HEIGHT, Terrain.EMPTY_SP );
	Painter.fill( this, _Left(), TOP, HALL_WIDTH, TOP, Terrain.EMPTY );
	Painter.fill( this, _Left(), HALL_HEIGHT, HALL_WIDTH, TOP, Terrain.EMPTY );
	for (int i = 0; i < 10; i++) {
		map[getRandomTerrainCell(Terrain.EMPTY_SP)] = Terrain.STATUE_SP;
	}
	
	arenaDoor = (TOP + HALL_HEIGHT) * getWidth() + _Center();
	map[arenaDoor] = Terrain.DOOR;
	
	Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, HALL_WIDTH, CHAMBER_HEIGHT, Terrain.EMPTY );
	
	entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * getWidth() + _Left() + (/*1 +*/ Random.Int( HALL_WIDTH-2 )); 
	map[entrance] = Terrain.ENTRANCE;
	setExit((TOP - 1) * getWidth() + _Center(),0);
	map[getExit(0)] = Terrain.LOCKED_EXIT;
	return true;
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:21,代码来源:IceCavesBossLevel.java

示例4: tileDesc

@Override
public String tileDesc( int tile ) {
	switch (tile) {
		case Terrain.ENTRANCE:
			return Game.getVar(R.string.Caves_TileDescEntrance);
		case Terrain.EXIT:
			return Game.getVar(R.string.Caves_TileDescExit);
		case Terrain.HIGH_GRASS:
			return Game.getVar(R.string.IceCaves_TileDescHighGrass);
		case Terrain.WALL_DECO:
			return Game.getVar(R.string.IceCaves_TileDescDeco);
		case Terrain.BOOKSHELF:
			return Game.getVar(R.string.Caves_TileDescBookshelf);
		case Terrain.STATUE:
		case Terrain.STATUE_SP:
			return Game.getVar(R.string.IceCaves_TileDescStatue);
		case Terrain.UNLOCKED_EXIT:
			return Utils.format(Game.getVar(R.string.PortalExit_Desc), Game.getVar(R.string.PortalExit_Desc_IceCaves));
		default:
			return super.tileDesc( tile );
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:22,代码来源:IceCavesBossLevel.java

示例5: tileDesc

@Override
public String tileDesc( int tile ) {
	switch (tile) {
	case Terrain.ENTRANCE:
		return Game.getVar(R.string.Caves_TileDescEntrance);
	case Terrain.EXIT:
		return Game.getVar(R.string.Caves_TileDescExit);
	case Terrain.HIGH_GRASS:
		return Game.getVar(R.string.IceCaves_TileDescHighGrass);
	case Terrain.WALL_DECO:
		return Game.getVar(R.string.IceCaves_TileDescDeco);
	case Terrain.BOOKSHELF:
		return Game.getVar(R.string.Caves_TileDescBookshelf);
	case Terrain.STATUE:
	case Terrain.STATUE_SP:
		return Game.getVar(R.string.IceCaves_TileDescStatue);
	default:
		return super.tileDesc( tile );
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:20,代码来源:IceCavesLevel.java

示例6: build

@Override
protected boolean build() {

	Arrays.fill( map, Terrain.WALL );
	Painter.fill( this, 2, 2, SIZE-2, SIZE-2, Terrain.WATER );
	Painter.fill( this, 3, 3, SIZE-4, SIZE-4, Terrain.EMPTY );
	Painter.fill( this, SIZE/2, SIZE/2, 3, 3, Terrain.EMPTY_SP );
	
	entrance = SIZE * getWidth() + SIZE / 2 + 1;
	map[entrance] = Terrain.ENTRANCE;

	setExit(entrance - getWidth() * ( SIZE - 1 ),0);
	map[getExit(0)] = Terrain.LOCKED_EXIT;

	pedestal = (SIZE / 2 + 1) * (getWidth() + 1);
	map[pedestal] = Terrain.PEDESTAL;
	map[pedestal-1] = map[pedestal+1] = Terrain.STATUE_SP;
	
	setFeeling(Feeling.NONE);
	
	return true;
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:22,代码来源:FakeLastLevel.java

示例7: spawn

public static void spawn( PrisonLevel level, Room room ) {
	if(room == null) {
		EventCollector.logException(new Exception(),EventCollector.BUG);
		return;
	}
	
	if (!spawned && Dungeon.depth > 6 && Random.Int( 10 - Dungeon.depth ) == 0) {
		
		WandMaker npc = new WandMaker();
		do {
			int cell = room.random(level);
			npc.setPos(cell);
		} while (level.map[npc.getPos()] == Terrain.ENTRANCE);
		level.mobs.add( npc );
		Actor.occupyCell( npc );
		
		spawned = true;
		alternative = Random.Int( 2 ) == 0;
		
		given = false;
	}
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:22,代码来源:WandMaker.java

示例8: build

@Override
protected boolean build() {

	Painter.fill( this, _Left(), TOP, HALL_WIDTH, HALL_HEIGHT, Terrain.WATER );
	
	int y = TOP + 1;
	while (y < TOP + HALL_HEIGHT) {
		map[y * getWidth() + _Center() - 3] = Terrain.STATUE;
		map[y * getWidth() + _Center() + 3] = Terrain.STATUE;
		y += 2;
	}

	int pedestal_1 = (TOP + HALL_HEIGHT / 4) * getWidth() + _Center() - 2;
	int pedestal_2 = (TOP + HALL_HEIGHT / 2 + HALL_HEIGHT / 4) * getWidth() + _Center() - 2;
	int pedestal_3 = (TOP + HALL_HEIGHT / 4) * getWidth() + _Center() + 2;
	int pedestal_4 = (TOP + HALL_HEIGHT / 2 + HALL_HEIGHT / 4) * getWidth() + _Center() + 2;

	map[pedestal_1] = map[pedestal_2] = map[pedestal_3] = map[pedestal_4] = Terrain.PEDESTAL;
	
	setExit((TOP - 1) * getWidth() + _Center(),0);
	
	arenaDoor = (TOP + HALL_HEIGHT) * getWidth() + _Center();
	map[arenaDoor] = Terrain.DOOR;
	
	Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, HALL_WIDTH, CHAMBER_HEIGHT, Terrain.WATER );
	Painter.fill( this, _Left(), TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
	Painter.fill( this, _Left() + HALL_WIDTH - 1, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
	
	entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * getWidth() + _Left() + (/*1 +*/ Random.Int( HALL_WIDTH-2 )); 
	map[entrance] = Terrain.ENTRANCE;
	map[getExit(0)] = Terrain.LOCKED_EXIT;
	return true;
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:33,代码来源:NecroBossLevel.java

示例9: build

@Override
protected boolean build() {
	Arrays.fill( map, Terrain.WALL );
	Painter.fill( this, 2, 2, SIZE-2, SIZE-2, Terrain.EMPTY_SP );
	Painter.fill( this, SIZE/2, SIZE/2, 2, 2, Terrain.EMPTY );

	entrance = SIZE * getWidth() + SIZE / 2 + 1;
	map[entrance] = Terrain.ENTRANCE;


	setFeeling(Feeling.NONE);

	makeShop();
	return true;
}
 
开发者ID:NYRDS,项目名称:pixel-dungeon-remix,代码行数:15,代码来源:TownShopLevel.java


注:本文中的com.watabou.pixeldungeon.levels.Terrain.ENTRANCE属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。