V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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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.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
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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.Point;
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public class CryptPainter extends Painter {
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public static void paint( Level level, Room room ) {
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fill( level, room, Terrain.WALL );
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fill( level, room, 1, Terrain.EMPTY );
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Point c = room.center();
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int cx = c.x;
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int cy = c.y;
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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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if (entrance.x == room.left) {
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set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
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set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
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cx = room.right - 2;
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} else if (entrance.x == room.right) {
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set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
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set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
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cx = room.left + 2;
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} else if (entrance.y == room.top) {
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set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
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set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
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cy = room.bottom - 2;
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} else if (entrance.y == room.bottom) {
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set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
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set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
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cy = room.top + 2;
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}
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level.drop( prize( level ), cx + cy * Level.WIDTH ).type = Type.TOMB;
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}
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private static Item prize( Level level ) {
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Item prize = Generator.random( Generator.Category.ARMOR );
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for (int i=0; i < 3; i++) {
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Item another = Generator.random( Generator.Category.ARMOR );
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if (another.level > prize.level) {
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prize = another;
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}
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}
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return prize;
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}
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}
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