v0.9.1: improved skulls room and added a new chasm room

This commit is contained in:
Evan Debenham 2020-10-28 15:18:37 -04:00
parent 04ee91729c
commit 0efe174eec
3 changed files with 81 additions and 35 deletions

View File

@ -0,0 +1,67 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2020 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.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
public class ChasmRoom extends PatchRoom {
{
joinable = false;
}
@Override
public float[] sizeCatProbs() {
return new float[]{4, 2, 1};
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.EMPTY );
for (Room.Door door : connected.values()) {
door.set( Room.Door.Type.REGULAR );
}
//fill scales from ~30% at 4x4, to ~60% at 18x18
// normal ~30% to ~40%
// large ~40% to ~50%
// giant ~50% to ~60%
float fill = 0.30f + (width()*height())/1024f;
setupPatch(level, fill, 1, true);
cleanDiagonalEdges();
for (int i = top + 1; i < bottom; i++) {
for (int j = left + 1; j < right; j++) {
if (patch[xyToPatchCoords(j, i)]) {
int cell = i * level.width() + j;
level.map[cell] = Terrain.CHASM;
}
}
}
}
}

View File

@ -43,49 +43,27 @@ public class SkullsRoom extends StandardRoom {
@Override
public float[] sizeCatProbs() {
return new float[]{9, 3, 1};
return new float[]{0, 3, 1};
}
@Override
public void paint(Level level) {
int minDim = Math.min(width(), height());
Painter.fill( level, this, Terrain.WALL );
if (minDim >= 9) {
Painter.fillEllipse(level, this, 2, Terrain.EMPTY);
} else {
Painter.fill(level, this, 2, Terrain.EMPTY);
}
Painter.fillEllipse(level, this, 2, Terrain.EMPTY);
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
if (door.x == left || door.x == right){
Painter.drawInside(level, this, door, (width() - 3) / 2, Terrain.EMPTY);
Painter.drawInside(level, this, door, width()/2, Terrain.EMPTY);
} else {
Painter.drawInside(level, this, door, (height() - 3) / 2, Terrain.EMPTY);
Painter.drawInside(level, this, door, height()/2, Terrain.EMPTY);
}
}
boolean oddWidth = width() % 2 == 1;
boolean oddHeight = height() % 2 == 1;
if (minDim >= 12){
Painter.fillEllipse(level, this, 5, Terrain.STATUE);
Painter.fillEllipse(level, this, 6, Terrain.WALL);
} else {
Painter.fill(level,
left + width()/2 + (oddWidth ? 0 : -1),
top + height()/2 + (oddHeight ? 0 : -1),
oddWidth ? 1 : 2,
oddHeight ? 1 : 2,
Terrain.STATUE);
}
Painter.fillEllipse(level, this, 4, Terrain.STATUE);
Painter.fillEllipse(level, this, 6, Terrain.WALL);
}
}

View File

@ -124,6 +124,7 @@ public abstract class StandardRoom extends Room {
rooms.add(SegmentedLibraryRoom.class);
rooms.add(RuinsRoom.class);
rooms.add(ChasmRoom.class);
rooms.add(SkullsRoom.class);
@ -141,21 +142,21 @@ public abstract class StandardRoom extends Room {
private static float[][] chances = new float[27][];
static {
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};
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};
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};
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};
chances[4] = chances[3] = chances[2];
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};
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};
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};
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};
chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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};
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};
chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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};
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};
chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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};
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};
chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
}