v0.6.0: changed bridge rooms to walkway rooms
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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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.levels.Level;
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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.watabou.utils.Point;
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import com.watabou.utils.Random;
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//TODO honestly this might work better as a type of tunnel room
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public class BridgeRoom extends StandardRoom {
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@Override
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public void paint(Level level) {
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Painter.fill( level, this, Terrain.WALL );
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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}
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Painter.fill( level, this, 1,
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!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Random.Int( 3 ) == 0 ?
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Terrain.CHASM :
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Terrain.WATER );
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Point door1 = null;
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Point door2 = null;
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for (Point p : connected.values()) {
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if (door1 == null) {
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door1 = p;
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} else {
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door2 = p;
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}
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}
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if ((door1.x == left && door2.x == right) ||
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(door1.x == right && door2.x == left)) {
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int s = width() / 2;
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Painter.drawInside( level, this, door1, s, Terrain.EMPTY_SP );
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Painter.drawInside( level, this, door2, s, Terrain.EMPTY_SP );
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Painter.fill( level, center().x, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
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} else
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if ((door1.y == top && door2.y == bottom) ||
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(door1.y == bottom && door2.y == top)) {
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int s = height() / 2;
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Painter.drawInside( level, this, door1, s, Terrain.EMPTY_SP );
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Painter.drawInside( level, this, door2, s, Terrain.EMPTY_SP );
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Painter.fill( level, Math.min( door1.x, door2.x ), center().y, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
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} else
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if (door1.x == door2.x) {
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Painter.fill( level, door1.x == left ? left + 1 : right - 1, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
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} else
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if (door1.y == door2.y) {
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Painter.fill( level, Math.min( door1.x, door2.x ), door1.y == top ? top + 1 : bottom - 1, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
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} else
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if (door1.y == top || door1.y == bottom) {
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Painter.drawInside( level, this, door1, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
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Painter.drawInside( level, this, door2, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
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} else
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if (door1.x == left || door1.x == right) {
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Painter.drawInside( level, this, door1, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
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Painter.drawInside( level, this, door2, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
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}
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}
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}
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@ -59,7 +59,7 @@ public abstract class StandardRoom extends Room {
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static {
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chances.put(EmptyRoom.class, 24f);
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chances.put(BridgeRoom.class, 1f);
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chances.put(WalkwayRoom.class, 1f);
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chances.put(BurnedRoom.class, 1f);
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chances.put(FissureRoom.class, 1f);
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chances.put(GrassyGraveRoom.class, 1f);
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@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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//TODO, limit connections on corners
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public class StudyRoom extends StandardRoom {
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@Override
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@ -0,0 +1,65 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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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.levels.Level;
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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.watabou.utils.Random;
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//TODO, limit connections on corners
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public class WalkwayRoom extends StandardRoom {
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@Override
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public int minWidth() {
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return Math.max(super.minWidth(), 5);
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}
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@Override
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public int minHeight() {
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return Math.max(super.minHeight(), 5);
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}
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@Override
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public void paint(Level level) {
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Painter.fill( level, this, Terrain.WALL );
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Painter.fill( level, this, 1, !Dungeon.bossLevel() && Random.Int( 2 ) == 0 ? Terrain.CHASM : Terrain.WATER );
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Painter.fill( level, this, 2, Terrain.EMPTY_SP);
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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if (door.x == left) {
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Painter.set( level, door.x + 1, door.y, Terrain.EMPTY_SP );
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} else if (door.x == right) {
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Painter.set( level, door.x - 1, door.y, Terrain.EMPTY_SP );
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} else if (door.y == top) {
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Painter.set( level, door.x, door.y + 1, Terrain.EMPTY_SP );
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} else if (door.y == bottom) {
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Painter.set( level, door.x , door.y - 1, Terrain.EMPTY_SP );
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}
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}
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}
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}
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