v0.3.2: added in a painter for the rot garden with some basic sprites
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotHeart;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotLasher;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Random;
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public class RotGardenPainter extends Painter {
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public static void paint( Level level, Room room ) {
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Room.Door entrance = room.entrance();
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entrance.set(Room.Door.Type.LOCKED);
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level.addItemToSpawn(new IronKey(Dungeon.depth));
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fill(level, room, Terrain.WALL);
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fill(level, room, 1, Terrain.HIGH_GRASS);
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int heartX = Random.IntRange(room.left+1, room.right-1);
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int heartY = Random.IntRange(room.top+1, room.bottom-1);
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if (entrance.x == room.left) {
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heartX = room.right - 1;
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} else if (entrance.x == room.right) {
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heartX = room.left + 1;
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} else if (entrance.y == room.top) {
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heartY = room.bottom - 1;
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} else if (entrance.y == room.bottom) {
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heartY = room.top + 1;
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}
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RotHeart heart = new RotHeart();
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heart.pos = heartX + heartY * Level.WIDTH;
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level.mobs.add( heart );
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int lashers = ((room.right-room.left-1)*(room.bottom-room.top-1))/5;
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for (int i = 1; i <= lashers; i++){
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.HIGH_GRASS || level.findMob(pos) != null);
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RotLasher lasher = new RotLasher();
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lasher.pos = pos;
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level.mobs.add( lasher );
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}
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}
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}
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