use of com.watabou.pixeldungeon.levels.Room in project pixel-dungeon by watabou.
the class PoolPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.WATER);
Room.Door door = room.entrance();
door.set(Room.Door.Type.REGULAR);
int x = -1;
int y = -1;
if (door.x == room.left) {
x = room.right - 1;
y = room.top + room.height() / 2;
} else if (door.x == room.right) {
x = room.left + 1;
y = room.top + room.height() / 2;
} else if (door.y == room.top) {
x = room.left + room.width() / 2;
y = room.bottom - 1;
} else if (door.y == room.bottom) {
x = room.left + room.width() / 2;
y = room.top + 1;
}
int pos = x + y * Level.WIDTH;
level.drop(prize(level), pos).type = Random.Int(3) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
set(level, pos, Terrain.PEDESTAL);
level.addItemToSpawn(new PotionOfInvisibility());
for (int i = 0; i < NPIRANHAS; i++) {
Piranha piranha = new Piranha();
do {
piranha.pos = room.random();
} while (level.map[piranha.pos] != Terrain.WATER || Actor.findChar(piranha.pos) != null);
level.mobs.add(piranha);
Actor.occupyCell(piranha);
}
}
use of com.watabou.pixeldungeon.levels.Room in project pixel-dungeon by watabou.
the class RatKingPainter 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();
entrance.set(Room.Door.Type.HIDDEN);
int door = entrance.x + entrance.y * Level.WIDTH;
for (int i = room.left + 1; i < room.right; i++) {
addChest(level, (room.top + 1) * Level.WIDTH + i, door);
addChest(level, (room.bottom - 1) * Level.WIDTH + i, door);
}
for (int i = room.top + 2; i < room.bottom - 1; i++) {
addChest(level, i * Level.WIDTH + room.left + 1, door);
addChest(level, i * Level.WIDTH + room.right - 1, door);
}
while (true) {
Heap chest = level.heaps.get(room.random());
if (chest != null) {
chest.type = Heap.Type.MIMIC;
break;
}
}
RatKing king = new RatKing();
king.pos = room.random(1);
level.mobs.add(king);
}
use of com.watabou.pixeldungeon.levels.Room in project pixel-dungeon by watabou.
the class BlacksmithPainter method paint.
public static void paint(Level level, Room room) {
fill(level, room, Terrain.WALL);
fill(level, room, 1, Terrain.FIRE_TRAP);
fill(level, room, 2, Terrain.EMPTY_SP);
for (int i = 0; i < 2; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.EMPTY_SP);
level.drop(Generator.random(Random.oneOf(Generator.Category.ARMOR, Generator.Category.WEAPON)), pos);
}
for (Room.Door door : room.connected.values()) {
door.set(Room.Door.Type.UNLOCKED);
drawInside(level, room, door, 1, Terrain.EMPTY);
}
Blacksmith npc = new Blacksmith();
do {
npc.pos = room.random(1);
} while (level.heaps.get(npc.pos) != null);
level.mobs.add(npc);
Actor.occupyCell(npc);
}
use of com.watabou.pixeldungeon.levels.Room 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.levels.Room 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());
}
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