v0.3.2: added in a painter for the rot garden with some basic sprites

This commit is contained in:
Evan Debenham
2015-10-10 19:52:48 -04:00
parent 2b8a65b529
commit 23cb08406a
9 changed files with 392 additions and 1 deletions
@@ -0,0 +1,73 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotHeart;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotLasher;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.watabou.utils.Random;
public class RotGardenPainter extends Painter {
public static void paint( Level level, Room room ) {
Room.Door entrance = room.entrance();
entrance.set(Room.Door.Type.LOCKED);
level.addItemToSpawn(new IronKey(Dungeon.depth));
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.HIGH_GRASS);
int heartX = Random.IntRange(room.left+1, room.right-1);
int heartY = Random.IntRange(room.top+1, room.bottom-1);
if (entrance.x == room.left) {
heartX = room.right - 1;
} else if (entrance.x == room.right) {
heartX = room.left + 1;
} else if (entrance.y == room.top) {
heartY = room.bottom - 1;
} else if (entrance.y == room.bottom) {
heartY = room.top + 1;
}
RotHeart heart = new RotHeart();
heart.pos = heartX + heartY * Level.WIDTH;
level.mobs.add( heart );
int lashers = ((room.right-room.left-1)*(room.bottom-room.top-1))/5;
for (int i = 1; i <= lashers; i++){
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.HIGH_GRASS || level.findMob(pos) != null);
RotLasher lasher = new RotLasher();
lasher.pos = pos;
level.mobs.add( lasher );
}
}
}