Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/levels/DeadEndLevel.java

106 lines
2.3 KiB
Java

/*
* 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;
import java.util.Arrays;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.watabou.utils.Random;
public class DeadEndLevel extends Level {
private static final int SIZE = 5;
{
color1 = 0x534f3e;
color2 = 0xb9d661;
}
@Override
public String tilesTex() {
return Assets.TILES_CAVES;
}
@Override
public String waterTex() {
return Assets.WATER_HALLS;
}
@Override
protected boolean build() {
Arrays.fill( map, Terrain.WALL );
for (int i=2; i < SIZE; i++) {
for (int j=2; j < SIZE; j++) {
map[i * WIDTH + j] = Terrain.EMPTY;
}
}
for (int i=1; i <= SIZE; i++) {
map[WIDTH + i] =
map[WIDTH * SIZE + i] =
map[WIDTH * i + 1] =
map[WIDTH * i + SIZE] =
Terrain.WATER;
}
entrance = SIZE * WIDTH + SIZE / 2 + 1;
map[entrance] = Terrain.ENTRANCE;
map[(SIZE / 2 + 1) * (WIDTH + 1)] = Terrain.SIGN;
exit = 0;
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;
} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
}
@Override
protected void createMobs() {
}
public Actor respawner() {
return null;
}
@Override
protected void createItems() {
}
@Override
public int randomRespawnCell() {
return entrance-WIDTH;
}
}