/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * 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 */ package com.watabou.pixeldungeon.levels; import java.util.Arrays; import com.watabou.noosa.Scene; import com.watabou.pixeldungeon.Assets; import com.watabou.pixeldungeon.items.Amulet; import com.watabou.pixeldungeon.levels.painters.Painter; import com.watabou.utils.Random; public class LastLevel extends Level { private static final int SIZE = 7; { color1 = 0x801500; color2 = 0xa68521; } private int pedestal; @Override public String tilesTex() { return Assets.TILES_HALLS; } @Override public String waterTex() { return Assets.WATER_HALLS; } @Override protected boolean build() { Arrays.fill( map, Terrain.WALL ); Painter.fill( this, 1, 1, SIZE, SIZE, Terrain.WATER ); Painter.fill( this, 2, 2, SIZE-2, SIZE-2, Terrain.EMPTY ); Painter.fill( this, SIZE/2, SIZE/2, 3, 3, Terrain.EMPTY_SP ); entrance = SIZE * WIDTH + SIZE / 2 + 1; map[entrance] = Terrain.ENTRANCE; exit = entrance - WIDTH * SIZE; map[exit] = Terrain.LOCKED_EXIT; pedestal = (SIZE / 2 + 1) * (WIDTH + 1); map[pedestal] = Terrain.PEDESTAL; map[pedestal-1] = map[pedestal+1] = Terrain.STATUE_SP; feeling = Feeling.NONE; return true; } @Override protected void decorate() { for (int i=0; i < LENGTH; i++) { if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) { map[i] = Terrain.EMPTY_DECO; } } } @Override protected void createMobs() { } @Override protected void createItems() { drop( new Amulet(), pedestal ); } @Override public int randomRespawnCell() { return -1; } @Override public String tileName( int tile ) { switch (tile) { case Terrain.WATER: return "Cold lava"; case Terrain.GRASS: return "Embermoss"; case Terrain.HIGH_GRASS: return "Emberfungi"; case Terrain.STATUE: case Terrain.STATUE_SP: return "Pillar"; default: return super.tileName( tile ); } } @Override public String tileDesc(int tile) { switch (tile) { case Terrain.WATER: return "It looks like lava, but it's cold and probably safe to touch."; case Terrain.EMPTY_DECO: return "Candles on the floor are probably remains of some ritual that took place here."; case Terrain.STATUE: case Terrain.STATUE_SP: return "The pillar is made of real humanoid skulls. Awesome."; default: return super.tileDesc( tile ); } } @Override public void addVisuals( Scene scene ) { HallsLevel.addVisuals( this, scene ); } }