cleaned up formatting:
- removed trailing whitespace - changed all leading whitespace to tabs - removed IDE created author comments
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@@ -113,19 +113,19 @@ public class CityBossLevel extends Level {
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Painter.fill( this, LEFT, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
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Painter.fill( this, LEFT + HALL_WIDTH - 1, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
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entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * WIDTH + LEFT + (/*1 +*/ Random.Int( HALL_WIDTH-2 ));
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entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * WIDTH + LEFT + (/*1 +*/ Random.Int( HALL_WIDTH-2 ));
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map[entrance] = Terrain.ENTRANCE;
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return true;
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}
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@Override
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protected void decorate() {
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protected void decorate() {
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
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if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
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map[i] = Terrain.EMPTY_DECO;
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} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
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} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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@@ -143,7 +143,7 @@ public class CityBossLevel extends Level {
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}
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@Override
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protected void createMobs() {
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protected void createMobs() {
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}
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public Actor respawner() {
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@@ -156,8 +156,8 @@ public class CityBossLevel extends Level {
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if (item != null) {
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int pos;
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do {
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pos =
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Random.IntRange( LEFT + 1, LEFT + HALL_WIDTH - 2 ) +
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pos =
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Random.IntRange( LEFT + 1, LEFT + HALL_WIDTH - 2 ) +
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Random.IntRange( TOP + HALL_HEIGHT + 1, TOP + HALL_HEIGHT + CHAMBER_HEIGHT ) * WIDTH;
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} while (pos == entrance || map[pos] == Terrain.SIGN);
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drop( item, pos ).type = Heap.Type.REMAINS;
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@@ -177,7 +177,7 @@ public class CityBossLevel extends Level {
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if (!enteredArena && outsideEntraceRoom( cell ) && hero == Dungeon.hero) {
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enteredArena = true;
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seal();
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seal();
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Mob boss = Bestiary.mob( Dungeon.depth );
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boss.state = boss.HUNTING;
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@@ -208,7 +208,7 @@ public class CityBossLevel extends Level {
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if (!keyDropped && item instanceof SkeletonKey) {
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keyDropped = true;
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unseal();
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unseal();
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set( arenaDoor, Terrain.DOOR );
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GameScene.updateMap( arenaDoor );
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