V0.1.0 Partial Commit

changed package and application names to differentiate from main PD
release
This commit is contained in:
Evan Debenham
2014-08-03 14:46:22 -04:00
parent 65dd9c2dc0
commit aed303672a
474 changed files with 3468 additions and 3458 deletions
@@ -0,0 +1,54 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* 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.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
public class WeakFloorPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.CHASM );
Room.Door door = room.entrance();
door.set( Room.Door.Type.REGULAR );
if (door.x == room.left) {
for (int i=room.top + 1; i < room.bottom; i++) {
drawInside( level, room, new Point( room.left, i ), Random.IntRange( 1, room.width() - 2 ), Terrain.EMPTY_SP );
}
} else if (door.x == room.right) {
for (int i=room.top + 1; i < room.bottom; i++) {
drawInside( level, room, new Point( room.right, i ), Random.IntRange( 1, room.width() - 2 ), Terrain.EMPTY_SP );
}
} else if (door.y == room.top) {
for (int i=room.left + 1; i < room.right; i++) {
drawInside( level, room, new Point( i, room.top ), Random.IntRange( 1, room.height() - 2 ), Terrain.EMPTY_SP );
}
} else if (door.y == room.bottom) {
for (int i=room.left + 1; i < room.right; i++) {
drawInside( level, room, new Point( i, room.bottom ), Random.IntRange( 1, room.height() - 2 ), Terrain.EMPTY_SP );
}
}
}
}