/* * 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 */ 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 ); } } } }