v0.6.0: implemented PillarsRoom
This commit is contained in:
parent
2cf81d6b53
commit
36b80cf1fd
|
@ -0,0 +1,106 @@
|
||||||
|
/*
|
||||||
|
* Pixel Dungeon
|
||||||
|
* Copyright (C) 2012-2015 Oleg Dolya
|
||||||
|
*
|
||||||
|
* Shattered Pixel Dungeon
|
||||||
|
* Copyright (C) 2014-2017 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.watabou.utils.Random;
|
||||||
|
|
||||||
|
public class PillarsRoom extends StandardRoom {
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public int minWidth() {
|
||||||
|
return Math.max(super.minWidth(), 7);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public int minHeight() {
|
||||||
|
return Math.max(super.minHeight(), 7);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public float[] sizeCatProbs() {
|
||||||
|
return new float[]{6, 3, 1};
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void paint(Level level) {
|
||||||
|
Painter.fill( level, this, Terrain.WALL );
|
||||||
|
Painter.fill( level, this, 1 , Terrain.EMPTY );
|
||||||
|
|
||||||
|
for (Door door : connected.values()) {
|
||||||
|
door.set( Door.Type.REGULAR );
|
||||||
|
}
|
||||||
|
|
||||||
|
int minDim = Math.min(width(), height());
|
||||||
|
|
||||||
|
//2 pillars
|
||||||
|
if (minDim == 7 || Random.Int(2) == 0){
|
||||||
|
|
||||||
|
int pillarInset = minDim >= 11 ? 2 : 1;
|
||||||
|
int pillarSize = ((minDim-3)/2) - pillarInset;
|
||||||
|
|
||||||
|
int pillarX, pillarY;
|
||||||
|
if (Random.Int(2) == 0) {
|
||||||
|
pillarX = Random.IntRange(left + 1 + pillarInset, right - pillarSize - pillarInset);
|
||||||
|
pillarY = top + 1 + pillarInset;
|
||||||
|
} else {
|
||||||
|
pillarX = left + 1 + pillarInset;
|
||||||
|
pillarY = Random.IntRange(top + 1 + pillarInset, bottom - pillarSize - pillarInset);
|
||||||
|
}
|
||||||
|
|
||||||
|
//first pillar
|
||||||
|
Painter.fill(level, pillarX, pillarY, pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
//invert for second pillar
|
||||||
|
pillarX = right - (pillarX - left + pillarSize - 1);
|
||||||
|
pillarY = bottom - (pillarY - top + pillarSize - 1);
|
||||||
|
Painter.fill(level, pillarX, pillarY, pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
//4 pillars
|
||||||
|
} else {
|
||||||
|
|
||||||
|
int pillarInset = minDim >= 12 ? 2 : 1;
|
||||||
|
int pillarSize = (minDim - 6)/(pillarInset + 1);
|
||||||
|
|
||||||
|
float xSpaces = width() - 2*pillarInset - pillarSize - 2;
|
||||||
|
float ySpaces = height() - 2*pillarInset - pillarSize - 2;
|
||||||
|
float minSpaces = Math.min(xSpaces, ySpaces);
|
||||||
|
|
||||||
|
float percentSkew = Math.round(Random.Float() * minSpaces) / minSpaces;
|
||||||
|
|
||||||
|
//top-left, skews right
|
||||||
|
Painter.fill(level, left + 1 + pillarInset + Math.round(percentSkew*xSpaces), top + 1 + pillarInset, pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
//top-right, skews down
|
||||||
|
Painter.fill(level, right - pillarSize - pillarInset, top + 1 + pillarInset + Math.round(percentSkew*ySpaces), pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
//bottom-right, skews left
|
||||||
|
Painter.fill(level, right - pillarSize - pillarInset - Math.round(percentSkew*xSpaces), bottom - pillarSize - pillarInset, pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
//bottom-left, skews up
|
||||||
|
Painter.fill(level, left + 1 + pillarInset, bottom - pillarSize - pillarInset - Math.round(percentSkew*ySpaces), pillarSize, pillarSize, Terrain.WALL);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user