v0.9.1: improved skulls room and added a new chasm room
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2020 Evan Debenham
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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.rooms.standard;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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public class ChasmRoom extends PatchRoom {
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{
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joinable = false;
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}
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@Override
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public float[] sizeCatProbs() {
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return new float[]{4, 2, 1};
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}
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@Override
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public void paint(Level level) {
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Painter.fill( level, this, Terrain.WALL );
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Painter.fill( level, this, 1 , Terrain.EMPTY );
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for (Room.Door door : connected.values()) {
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door.set( Room.Door.Type.REGULAR );
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}
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//fill scales from ~30% at 4x4, to ~60% at 18x18
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// normal ~30% to ~40%
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// large ~40% to ~50%
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// giant ~50% to ~60%
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float fill = 0.30f + (width()*height())/1024f;
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setupPatch(level, fill, 1, true);
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cleanDiagonalEdges();
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for (int i = top + 1; i < bottom; i++) {
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for (int j = left + 1; j < right; j++) {
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if (patch[xyToPatchCoords(j, i)]) {
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int cell = i * level.width() + j;
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level.map[cell] = Terrain.CHASM;
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}
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}
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}
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}
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}
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@ -43,49 +43,27 @@ public class SkullsRoom extends StandardRoom {
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@Override
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public float[] sizeCatProbs() {
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return new float[]{9, 3, 1};
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return new float[]{0, 3, 1};
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}
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@Override
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public void paint(Level level) {
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int minDim = Math.min(width(), height());
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Painter.fill( level, this, Terrain.WALL );
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if (minDim >= 9) {
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Painter.fillEllipse(level, this, 2, Terrain.EMPTY);
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} else {
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Painter.fill(level, this, 2, Terrain.EMPTY);
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}
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Painter.fillEllipse(level, this, 2, Terrain.EMPTY);
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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if (door.x == left || door.x == right){
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Painter.drawInside(level, this, door, (width() - 3) / 2, Terrain.EMPTY);
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Painter.drawInside(level, this, door, width()/2, Terrain.EMPTY);
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} else {
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Painter.drawInside(level, this, door, (height() - 3) / 2, Terrain.EMPTY);
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Painter.drawInside(level, this, door, height()/2, Terrain.EMPTY);
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}
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}
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boolean oddWidth = width() % 2 == 1;
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boolean oddHeight = height() % 2 == 1;
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if (minDim >= 12){
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Painter.fillEllipse(level, this, 5, Terrain.STATUE);
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Painter.fillEllipse(level, this, 6, Terrain.WALL);
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} else {
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Painter.fill(level,
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left + width()/2 + (oddWidth ? 0 : -1),
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top + height()/2 + (oddHeight ? 0 : -1),
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oddWidth ? 1 : 2,
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oddHeight ? 1 : 2,
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Terrain.STATUE);
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}
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Painter.fillEllipse(level, this, 4, Terrain.STATUE);
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Painter.fillEllipse(level, this, 6, Terrain.WALL);
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}
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}
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@ -124,6 +124,7 @@ public abstract class StandardRoom extends Room {
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rooms.add(SegmentedLibraryRoom.class);
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rooms.add(RuinsRoom.class);
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rooms.add(ChasmRoom.class);
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rooms.add(SkullsRoom.class);
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@ -141,21 +142,21 @@ public abstract class StandardRoom extends Room {
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private static float[][] chances = new float[27][];
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static {
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chances[1] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0, 1,0,1,0,1,0,1,1,0,0};
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chances[2] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[1] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0,0, 1,0,1,0,1,0,1,1,0,0};
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chances[2] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[4] = chances[3] = chances[2];
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chances[5] = new float[]{15, 10,10,0, 0,0,0, 0,0, 0,0,0, 0,0, 0,0,0,0,0,0,0,0,0,0};
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chances[5] = new float[]{15, 10,10,0, 0,0,0, 0,0, 0,0,0, 0,0,0, 0,0,0,0,0,0,0,0,0,0};
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chances[6] = new float[]{15, 0,0,0, 10,10,5, 0,0, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[6] = new float[]{15, 0,0,0, 10,10,5, 0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[11] = new float[]{20, 0,0,0, 0,0,0, 15,5, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[11] = new float[]{20, 0,0,0, 0,0,0, 15,5, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[16] = new float[]{15, 0,0,0, 0,0,0, 0,0, 10,10,5, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[16] = new float[]{15, 0,0,0, 0,0,0, 0,0, 10,10,5, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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chances[21] = new float[]{20, 0,0,0, 0,0,0, 0,0, 0,0,0, 15,5, 1,1,1,1,1,1,1,1,1,1};
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chances[21] = new float[]{15, 0,0,0, 0,0,0, 0,0, 0,0,0, 10,10,5, 1,1,1,1,1,1,1,1,1,1};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
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}
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