v0.3.2: added in a painter for the ritual site room

This commit is contained in:
Evan Debenham 2015-10-06 20:09:50 -04:00
parent d668f6e587
commit 5d24147312
2 changed files with 61 additions and 1 deletions

View File

@ -73,7 +73,7 @@ public class Room extends Rect implements Graph.Node, Bundlable {
//prison quests
MASS_GRAVE ( MassGravePainter.class ),
ROT_GARDEN ( StandardPainter.class ),
RITUAL_SITE ( StandardPainter.class );
RITUAL_SITE ( RitualSitePainter.class );
private Method paint;

View File

@ -0,0 +1,60 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 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.painters;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.ui.CustomTileVisual;
import com.watabou.utils.Point;
public class RitualSitePainter extends Painter {
public static void paint( Level level, Room room) {
Room.Door entrance = room.entrance();
entrance.set(Room.Door.Type.LOCKED);
level.addItemToSpawn(new IronKey(Dungeon.depth));
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.EMPTY);
RitualMarker vis = new RitualMarker();
Point c = room.center();
vis.pos(c.x - 1, c.y - 1);
level.customTiles.add(vis);
}
public static class RitualMarker extends CustomTileVisual{
{
tx = Assets.PRISON_QUEST;
txX = txY = 0;
tileW = tileH = 3;
}
}
}