use of com.watabou.pixeldungeon.items.keys.IronKey in project pixel-dungeon by watabou.
the class LaboratoryPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.EMPTY_SP);
Room.Door entrance = room.entrance();
Point pot = null;
if (entrance.x == room.left) {
pot = new Point(room.right - 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1);
} else if (entrance.x == room.right) {
pot = new Point(room.left + 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1);
} else if (entrance.y == room.top) {
pot = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.bottom - 1);
} else if (entrance.y == room.bottom) {
pot = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.top + 1);
}
set(level, pot, Terrain.ALCHEMY);
Alchemy alchemy = new Alchemy();
alchemy.seed(pot.x + Level.WIDTH * pot.y, 1);
level.blobs.put(Alchemy.class, alchemy);
int n = Random.IntRange(2, 3);
for (int i = 0; i < n; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null);
level.drop(prize(level), pos);
}
entrance.set(Room.Door.Type.LOCKED);
level.addItemToSpawn(new IronKey());
}
use of com.watabou.pixeldungeon.items.keys.IronKey in project pixel-dungeon by watabou.
the class LibraryPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.EMPTY);
Room.Door entrance = room.entrance();
Point a = null;
Point b = null;
if (entrance.x == room.left) {
a = new Point(room.left + 1, entrance.y - 1);
b = new Point(room.left + 1, entrance.y + 1);
fill(level, room.right - 1, room.top + 1, 1, room.height() - 1, Terrain.BOOKSHELF);
} else if (entrance.x == room.right) {
a = new Point(room.right - 1, entrance.y - 1);
b = new Point(room.right - 1, entrance.y + 1);
fill(level, room.left + 1, room.top + 1, 1, room.height() - 1, Terrain.BOOKSHELF);
} else if (entrance.y == room.top) {
a = new Point(entrance.x + 1, room.top + 1);
b = new Point(entrance.x - 1, room.top + 1);
fill(level, room.left + 1, room.bottom - 1, room.width() - 1, 1, Terrain.BOOKSHELF);
} else if (entrance.y == room.bottom) {
a = new Point(entrance.x + 1, room.bottom - 1);
b = new Point(entrance.x - 1, room.bottom - 1);
fill(level, room.left + 1, room.top + 1, room.width() - 1, 1, Terrain.BOOKSHELF);
}
if (a != null && level.map[a.x + a.y * Level.WIDTH] == Terrain.EMPTY) {
set(level, a, Terrain.STATUE);
}
if (b != null && level.map[b.x + b.y * Level.WIDTH] == Terrain.EMPTY) {
set(level, b, Terrain.STATUE);
}
int n = Random.IntRange(2, 3);
for (int i = 0; i < n; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.EMPTY || level.heaps.get(pos) != null);
level.drop(prize(level), pos);
}
entrance.set(Room.Door.Type.LOCKED);
level.addItemToSpawn(new IronKey());
}
use of com.watabou.pixeldungeon.items.keys.IronKey in project pixel-dungeon by watabou.
the class VaultPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.EMPTY_SP);
fill(level, room, 2, Terrain.EMPTY);
int cx = (room.left + room.right) / 2;
int cy = (room.top + room.bottom) / 2;
int c = cx + cy * Level.WIDTH;
switch(Random.Int(3)) {
case 0:
level.drop(prize(level), c).type = Type.LOCKED_CHEST;
level.addItemToSpawn(new GoldenKey());
break;
case 1:
Item i1, i2;
do {
i1 = prize(level);
i2 = prize(level);
} while (i1.getClass() == i2.getClass());
level.drop(i1, c).type = Type.CRYSTAL_CHEST;
level.drop(i2, c + Level.NEIGHBOURS8[Random.Int(8)]).type = Type.CRYSTAL_CHEST;
level.addItemToSpawn(new GoldenKey());
break;
case 2:
level.drop(prize(level), c);
set(level, c, Terrain.PEDESTAL);
break;
}
room.entrance().set(Room.Door.Type.LOCKED);
level.addItemToSpawn(new IronKey());
}
use of com.watabou.pixeldungeon.items.keys.IronKey in project pixel-dungeon by watabou.
the class PitPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.EMPTY);
Room.Door entrance = room.entrance();
entrance.set(Room.Door.Type.LOCKED);
Point well = null;
if (entrance.x == room.left) {
well = new Point(room.right - 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1);
} else if (entrance.x == room.right) {
well = new Point(room.left + 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1);
} else if (entrance.y == room.top) {
well = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.bottom - 1);
} else if (entrance.y == room.bottom) {
well = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.top + 1);
}
set(level, well, Terrain.EMPTY_WELL);
int remains = room.random();
while (level.map[remains] == Terrain.EMPTY_WELL) {
remains = room.random();
}
level.drop(new IronKey(), remains).type = Type.SKELETON;
if (Random.Int(5) == 0) {
level.drop(Generator.random(Generator.Category.RING), remains);
} else {
level.drop(Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR)), remains);
}
int n = Random.IntRange(1, 2);
for (int i = 0; i < n; i++) {
level.drop(prize(level), remains);
}
}
use of com.watabou.pixeldungeon.items.keys.IronKey in project pixel-dungeon by watabou.
the class PrisonBossLevel method createItems.
@Override
protected void createItems() {
int keyPos = anteroom.random();
while (!passable[keyPos]) {
keyPos = anteroom.random();
}
drop(new IronKey(), keyPos).type = Heap.Type.CHEST;
Item item = Bones.get();
if (item != null) {
int pos;
do {
pos = roomEntrance.random();
} while (pos == entrance || map[pos] == Terrain.SIGN);
drop(item, pos).type = Heap.Type.SKELETON;
}
}
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