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Java Dungeon.depth方法代碼示例

本文整理匯總了Java中com.shatteredpixel.shatteredpixeldungeon.Dungeon.depth方法的典型用法代碼示例。如果您正苦於以下問題:Java Dungeon.depth方法的具體用法?Java Dungeon.depth怎麽用?Java Dungeon.depth使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在com.shatteredpixel.shatteredpixeldungeon.Dungeon的用法示例。


在下文中一共展示了Dungeon.depth方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: evolve

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
   protected void evolve() {
       super.evolve();

       int levelDamage = 5 + Dungeon.depth * 5;

       Char ch;
       for (int i=0; i < LENGTH; i++) {
           if (cur[i] > 0 && (ch = Actor.findChar( i )) != null) {

               int damage = (ch.HT + levelDamage) / 40;
               if (Random.Int( 40 ) < (ch.HT + levelDamage) % 40) {
                   damage++;
               }
			
			ch.damage( damage, this );
		}
	}
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:20,代碼來源:ToxicGas.java

示例2: spawn

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public static boolean spawn( Collection<Room> rooms ) {
	if (!spawned && Dungeon.depth > 11 && Random.Int( 15 - Dungeon.depth ) == 0) {
		
		Room blacksmith = null;
		for (Room r : rooms) {
			if (r.type == Type.STANDARD && r.width() > 4 && r.height() > 4) {
				blacksmith = r;
				blacksmith.type = Type.BLACKSMITH;
				
				spawned = true;
				alternative = Random.Int( 2 ) == 0;
				
				given = false;
				
				break;
			}
		}
	}
	return spawned;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:21,代碼來源:Blacksmith.java

示例3: Statue

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public Statue() {
	super();
	
	do {
		weapon = (Weapon)Generator.random( Generator.Category.WEAPON );
	} while (!(weapon instanceof MeleeWeapon) || weapon.level < 0);
	
	weapon.identify();
	weapon.enchant( Enchantment.random() );
	
	HP = HT = 15 + Dungeon.depth * 5;
	defenseSkill = 4 + Dungeon.depth;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:14,代碼來源:Statue.java

示例4: assignRoomType

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
protected boolean assignRoomType() {
	super.assignRoomType();

	if (!Blacksmith.Quest.spawn( rooms ) && Dungeon.depth == 14)
		return false;

	return true;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:10,代碼來源:CavesLevel.java

示例5: saySpawned

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public void saySpawned(){
    int i = (Dungeon.depth - 1) / 5;
    if (chooseEnemy() == DUMMY)
        yell( Random.element( VOICE_AMBIENT[i] ) );
    else
        yell( Random.element( VOICE_ENEMIES[i][ Dungeon.bossLevel() ? 1 : 0 ] ) );
    Sample.INSTANCE.play( Assets.SND_GHOST );
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:9,代碼來源:DriedRose.java

示例6: process

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public static void process() {
	if (spawned && given && !processed && (depth == Dungeon.depth)) {
		GLog.n("sad ghost: Thank you... come find me...");
              Sample.INSTANCE.play( Assets.SND_GHOST );
              processed = true;
              Generator.Category.ARTIFACT.probs[10] = 1; //flags the dried rose as spawnable.
	}
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:9,代碼來源:Ghost.java

示例7: paint

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public static void paint( Level level, Room room ) {

		fill( level, room, Terrain.WALL );
		fill( level, room, 1, Terrain.EMPTY );
		
		Point c = room.center();
		set( level, c.x, c.y, Terrain.WELL );
		
		@SuppressWarnings("unchecked")
		Class<? extends WellWater> waterClass = 
			Dungeon.depth >= Dungeon.transmutation ?
			WaterOfTransmutation.class :		
			(Class<? extends WellWater>)Random.element( WATERS );
			
		if (waterClass == WaterOfTransmutation.class) {
			Dungeon.transmutation = Integer.MAX_VALUE;
		}
		
		WellWater water = (WellWater)level.blobs.get( waterClass );
		if (water == null) {
			try {
				water = waterClass.newInstance();
			} catch (Exception e) {
				water = null;
			}
		}
		water.seed( c.x + Level.WIDTH * c.y, 1 );
		level.blobs.put( waterClass, water );
		
		room.entrance().set( Room.Door.Type.REGULAR );
	}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:32,代碼來源:MagicWellPainter.java

示例8: doPickUp

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
public boolean doPickUp( Hero hero ) {
	
	DewVial vial = hero.belongings.getItem( DewVial.class );
	
	if (hero.HP < hero.HT || vial == null || vial.isFull()) {
		
		int value = 1 + (Dungeon.depth - 1) / 5;
		if (hero.heroClass == HeroClass.HUNTRESS) {
			value++;
		}
		
		int effect = Math.min( hero.HT - hero.HP, value * quantity );
		if (effect > 0) {
			hero.HP += effect;
			hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), 1 );
			hero.sprite.showStatus( CharSprite.POSITIVE, TXT_VALUE, effect );
		}
		
	} else if (vial != null) {
		
		vial.collectDew( this );
		
	}
	
	Sample.INSTANCE.play( Assets.SND_DEWDROP );
	hero.spendAndNext( TIME_TO_PICK_UP );
	
	return true;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:31,代碼來源:Dewdrop.java

示例9: collect

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
public boolean collect( Bag bag ) {
	boolean result = super.collect( bag );
	if (result && depth == Dungeon.depth && Dungeon.hero != null) {
		Dungeon.hero.belongings.countIronKeys();
	}
	return result;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:9,代碼來源:IronKey.java

示例10: returnTo

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
private void returnTo() throws IOException {
	
	Actor.fixTime();
	
	Dungeon.saveLevel();
	Dungeon.depth = returnDepth;
	Level level = Dungeon.loadLevel( Dungeon.hero.heroClass );
	Dungeon.switchLevel( level, Level.resizingNeeded ? level.adjustPos( returnPos ) : returnPos );
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:10,代碼來源:InterlevelScene.java

示例11: restore

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
private void restore() throws IOException {
	
	Actor.fixTime();
	
	Dungeon.loadGame( StartScene.curClass );
	if (Dungeon.depth == -1) {
		Dungeon.depth = Statistics.deepestFloor;
		Dungeon.switchLevel( Dungeon.loadLevel( StartScene.curClass ), -1 );
	} else {
		Level level = Dungeon.loadLevel( StartScene.curClass );
		Dungeon.switchLevel( level, Level.resizingNeeded ? level.adjustPos( Dungeon.hero.pos ) : Dungeon.hero.pos );
	}
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:14,代碼來源:InterlevelScene.java

示例12: ListItem

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public ListItem( Journal.Feature f, int d ) {
	super();
	
	feature.text( f.desc );
	feature.measure();
	
	depth.text( Integer.toString( d ) );
	depth.measure();
	
	if (d == Dungeon.depth) {
		feature.hardlight( TITLE_COLOR );
		depth.hardlight( TITLE_COLOR );
	}
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:15,代碼來源:WndJournal.java

示例13: execute

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
public void execute( final Hero hero, String action ) {
	if (action.equals( AC_DRINK )) {

		if (volume > 0) {

               int value = 1 + (Dungeon.depth - 1) / 5;
               if (hero.heroClass == HeroClass.HUNTRESS) {
                   value++;
               }
               value *= volume;
               value = (int)Math.max(volume*volume*.01*hero.HT, value);
			int effect = Math.min( hero.HT - hero.HP, value );
			if (effect > 0) {
				hero.HP += effect;
				hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), volume > 5 ? 2 : 1 );
				hero.sprite.showStatus( CharSprite.POSITIVE, TXT_VALUE, effect );
			}

               volume = 0;

			hero.spend( TIME_TO_DRINK );
			hero.busy();

			Sample.INSTANCE.play( Assets.SND_DRINK );
			hero.sprite.operate( hero.pos );

			updateQuickslot();


		} else {
			GLog.w( TXT_EMPTY );
		}

	} else {

		super.execute( hero, action );

	}
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:41,代碼來源:DewVial.java

示例14: paint

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
public static void paint( Level level, Room room ) {
	
	fill( level, room, Terrain.WALL );
	for (Room.Door door : room.connected.values()) {
		door.set( Room.Door.Type.REGULAR );
	}
	
	if (!Dungeon.bossLevel() && Random.Int( 5 ) == 0) {
		switch (Random.Int( 6 )) {
		case 0:
			if (level.feeling != Level.Feeling.GRASS) {
				if (Math.min( room.width(), room.height() ) >= 4 && Math.max( room.width(), room.height() ) >= 6) {
					paintGraveyard( level, room );
					return;
				}
				break;
			} else {
				// Burned room
			}
		case 1:
			if (Dungeon.depth > 1) {
				paintBurned( level, room );
				return;
			}
			break;
		case 2:
			if (Math.max( room.width(), room.height() ) >= 4) {
				paintStriped( level, room );
				return;
			}
			break;
		case 3:
			if (room.width() >= 6 && room.height() >= 6) {
				paintStudy( level, room );
				return;
			}
			break;
		case 4:
			if (level.feeling != Level.Feeling.WATER) {
				if (room.connected.size() == 2 && room.width() >= 4 && room.height() >= 4) {
					paintBridge( level, room );
					return;
				}
				break;
			} else {
				// Fissure
			}
		case 5:
			if (!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && 
				Math.min( room.width(), room.height() ) >= 5) {
				paintFissure( level, room );
				return;
			}
			break;
		}
	}
	
	fill( level, room, 1, Terrain.EMPTY );
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:60,代碼來源:StandardPainter.java

示例15: dr

import com.shatteredpixel.shatteredpixeldungeon.Dungeon; //導入方法依賴的package包/類
@Override
public int dr() {
	return Dungeon.depth;
}
 
開發者ID:wolispace,項目名稱:soft-pixel-dungeon,代碼行數:5,代碼來源:Statue.java


注:本文中的com.shatteredpixel.shatteredpixeldungeon.Dungeon.depth方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。