288 lines
6.8 KiB
Java
288 lines
6.8 KiB
Java
/*
|
|
* Pixel Dungeon
|
|
* Copyright (C) 2012-2015 Oleg Dolya
|
|
*
|
|
* Shattered Pixel Dungeon
|
|
* Copyright (C) 2014-2015 Evan Debenham
|
|
*
|
|
* 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;
|
|
|
|
import com.watabou.noosa.Game;
|
|
import com.watabou.noosa.Group;
|
|
import com.watabou.noosa.Scene;
|
|
import com.watabou.noosa.particles.PixelParticle;
|
|
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
|
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
|
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
|
|
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith;
|
|
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
|
|
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
|
|
import com.watabou.utils.PointF;
|
|
import com.watabou.utils.Random;
|
|
import com.watabou.utils.Rect;
|
|
|
|
public class CavesLevel extends RegularLevel {
|
|
|
|
{
|
|
color1 = 0x534f3e;
|
|
color2 = 0xb9d661;
|
|
|
|
viewDistance = 6;
|
|
}
|
|
|
|
@Override
|
|
public String tilesTex() {
|
|
return Assets.TILES_CAVES;
|
|
}
|
|
|
|
@Override
|
|
public String waterTex() {
|
|
return Assets.WATER_CAVES;
|
|
}
|
|
|
|
protected boolean[] water() {
|
|
return Patch.generate( feeling == Feeling.WATER ? 0.60f : 0.45f, 6 );
|
|
}
|
|
|
|
protected boolean[] grass() {
|
|
return Patch.generate( feeling == Feeling.GRASS ? 0.55f : 0.35f, 3 );
|
|
}
|
|
|
|
@Override
|
|
protected boolean assignRoomType() {
|
|
super.assignRoomType();
|
|
|
|
if (!Blacksmith.Quest.spawn( rooms ) && Dungeon.depth == 14)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
@Override
|
|
protected void decorate() {
|
|
|
|
for (Room room : rooms) {
|
|
if (room.type != Room.Type.STANDARD) {
|
|
continue;
|
|
}
|
|
|
|
if (room.width() <= 3 || room.height() <= 3) {
|
|
continue;
|
|
}
|
|
|
|
int s = room.square();
|
|
|
|
if (Random.Int( s ) > 8) {
|
|
int corner = (room.left + 1) + (room.top + 1) * WIDTH;
|
|
if (map[corner - 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
|
|
map[corner] = Terrain.WALL;
|
|
traps.remove(corner);
|
|
}
|
|
}
|
|
|
|
if (Random.Int( s ) > 8) {
|
|
int corner = (room.right - 1) + (room.top + 1) * WIDTH;
|
|
if (map[corner + 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
|
|
map[corner] = Terrain.WALL;
|
|
traps.remove(corner);
|
|
}
|
|
}
|
|
|
|
if (Random.Int( s ) > 8) {
|
|
int corner = (room.left + 1) + (room.bottom - 1) * WIDTH;
|
|
if (map[corner - 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
|
|
map[corner] = Terrain.WALL;
|
|
traps.remove(corner);
|
|
}
|
|
}
|
|
|
|
if (Random.Int( s ) > 8) {
|
|
int corner = (room.right - 1) + (room.bottom - 1) * WIDTH;
|
|
if (map[corner + 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
|
|
map[corner] = Terrain.WALL;
|
|
traps.remove(corner);
|
|
}
|
|
}
|
|
|
|
for (Room n : room.connected.keySet()) {
|
|
if ((n.type == Room.Type.STANDARD || n.type == Room.Type.TUNNEL) && Random.Int( 3 ) == 0) {
|
|
Painter.set( this, room.connected.get( n ), Terrain.EMPTY_DECO );
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i=WIDTH + 1; i < LENGTH - WIDTH; i++) {
|
|
if (map[i] == Terrain.EMPTY) {
|
|
int n = 0;
|
|
if (map[i+1] == Terrain.WALL) {
|
|
n++;
|
|
}
|
|
if (map[i-1] == Terrain.WALL) {
|
|
n++;
|
|
}
|
|
if (map[i+WIDTH] == Terrain.WALL) {
|
|
n++;
|
|
}
|
|
if (map[i-WIDTH] == Terrain.WALL) {
|
|
n++;
|
|
}
|
|
if (Random.Int( 6 ) <= n) {
|
|
map[i] = Terrain.EMPTY_DECO;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i=0; i < LENGTH; i++) {
|
|
if (map[i] == Terrain.WALL && Random.Int( 12 ) == 0) {
|
|
map[i] = Terrain.WALL_DECO;
|
|
}
|
|
}
|
|
|
|
placeSign();
|
|
|
|
if (Dungeon.bossLevel( Dungeon.depth + 1 )) {
|
|
return;
|
|
}
|
|
|
|
for (Room r : rooms) {
|
|
if (r.type == Type.STANDARD) {
|
|
for (Room n : r.neigbours) {
|
|
if (n.type == Type.STANDARD && !r.connected.containsKey( n )) {
|
|
Rect w = r.intersect( n );
|
|
if (w.left == w.right && w.bottom - w.top >= 5) {
|
|
|
|
w.top += 2;
|
|
w.bottom -= 1;
|
|
|
|
w.right++;
|
|
|
|
Painter.fill( this, w.left, w.top, 1, w.height(), Terrain.CHASM );
|
|
|
|
} else if (w.top == w.bottom && w.right - w.left >= 5) {
|
|
|
|
w.left += 2;
|
|
w.right -= 1;
|
|
|
|
w.bottom++;
|
|
|
|
Painter.fill( this, w.left, w.top, w.width(), 1, Terrain.CHASM );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public String tileName( int tile ) {
|
|
switch (tile) {
|
|
case Terrain.GRASS:
|
|
return "Fluorescent moss";
|
|
case Terrain.HIGH_GRASS:
|
|
return "Fluorescent mushrooms";
|
|
case Terrain.WATER:
|
|
return "Freezing cold water.";
|
|
default:
|
|
return super.tileName( tile );
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public String tileDesc( int tile ) {
|
|
switch (tile) {
|
|
case Terrain.ENTRANCE:
|
|
return "The ladder leads up to the upper depth.";
|
|
case Terrain.EXIT:
|
|
return "The ladder leads down to the lower depth.";
|
|
case Terrain.HIGH_GRASS:
|
|
return "Huge mushrooms block the view.";
|
|
case Terrain.WALL_DECO:
|
|
return "A vein of some ore is visible on the wall. Gold?";
|
|
case Terrain.BOOKSHELF:
|
|
return "Who would need a bookshelf in a cave?";
|
|
default:
|
|
return super.tileDesc( tile );
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void addVisuals( Scene scene ) {
|
|
super.addVisuals( scene );
|
|
addVisuals( this, scene );
|
|
}
|
|
|
|
public static void addVisuals( Level level, Scene scene ) {
|
|
for (int i=0; i < LENGTH; i++) {
|
|
if (level.map[i] == Terrain.WALL_DECO) {
|
|
scene.add( new Vein( i ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
private static class Vein extends Group {
|
|
|
|
private int pos;
|
|
|
|
private float delay;
|
|
|
|
public Vein( int pos ) {
|
|
super();
|
|
|
|
this.pos = pos;
|
|
|
|
delay = Random.Float( 2 );
|
|
}
|
|
|
|
@Override
|
|
public void update() {
|
|
|
|
if (visible = Dungeon.visible[pos]) {
|
|
|
|
super.update();
|
|
|
|
if ((delay -= Game.elapsed) <= 0) {
|
|
|
|
delay = Random.Float();
|
|
|
|
PointF p = DungeonTilemap.tileToWorld( pos );
|
|
((Sparkle)recycle( Sparkle.class )).reset(
|
|
p.x + Random.Float( DungeonTilemap.SIZE ),
|
|
p.y + Random.Float( DungeonTilemap.SIZE ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public static final class Sparkle extends PixelParticle {
|
|
|
|
public void reset( float x, float y ) {
|
|
revive();
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
left = lifespan = 0.5f;
|
|
}
|
|
|
|
@Override
|
|
public void update() {
|
|
super.update();
|
|
|
|
float p = left / lifespan;
|
|
size( (am = p < 0.5f ? p * 2 : (1 - p) * 2) * 2 );
|
|
}
|
|
}
|
|
} |