v0.6.0: corrected usage of spaces instead of tabs

This commit is contained in:
Evan Debenham 2017-04-18 20:44:12 -04:00
parent 3e9beb1d99
commit 2b574fd71e
3 changed files with 146 additions and 151 deletions

View File

@ -41,7 +41,7 @@ public abstract class Builder {
public abstract ArrayList<Room> build(ArrayList<Room> rooms); public abstract ArrayList<Room> build(ArrayList<Room> rooms);
//returns a rectangle representing the maximum amount of free space from a specific start point //returns a rectangle representing the maximum amount of free space from a specific start point
protected Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){ protected static Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize); Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize);
//shallow copy //shallow copy
@ -130,7 +130,7 @@ public abstract class Builder {
// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible. // and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
//Note that getting an exactly correct angle is harder the closer that angle is to diagonal. //Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
//Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails. //Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
protected float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){ protected static float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
//wrap angle around to always be [0-360) //wrap angle around to always be [0-360)
angle %= 360f; angle %= 360f;

View File

@ -21,19 +21,14 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard; package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
import com.watabou.utils.Bundle; import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
//shops probably shouldn't extend special room, because of cases like this. //shops probably shouldn't extend special room, because of cases like this.
public class ImpShopRoom extends ShopRoom { public class ImpShopRoom extends ShopRoom {