v0.6.0: corrected usage of spaces instead of tabs
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@ -41,7 +41,7 @@ public abstract class Builder {
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public abstract ArrayList<Room> build(ArrayList<Room> rooms);
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public abstract ArrayList<Room> build(ArrayList<Room> rooms);
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//returns a rectangle representing the maximum amount of free space from a specific start point
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//returns a rectangle representing the maximum amount of free space from a specific start point
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protected Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
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protected static Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
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Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize);
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Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize);
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//shallow copy
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//shallow copy
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@ -130,7 +130,7 @@ public abstract class Builder {
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// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
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// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
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//Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
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//Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
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//Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
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//Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
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protected float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
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protected static float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
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//wrap angle around to always be [0-360)
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//wrap angle around to always be [0-360)
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angle %= 360f;
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angle %= 360f;
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@ -21,19 +21,14 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
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package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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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.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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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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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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//shops probably shouldn't extend special room, because of cases like this.
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//shops probably shouldn't extend special room, because of cases like this.
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public class ImpShopRoom extends ShopRoom {
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public class ImpShopRoom extends ShopRoom {
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