public static void paint(Level level, Room room) { fill(level, room, Terrain.WALL); fill(level, room, 1, Terrain.EMPTY); Point c = room.center(); int cx = c.x; int cy = c.y; Room.Door entrance = room.entrance(); entrance.set(Room.Door.Type.LOCKED); level.addItemToSpawn(new IronKey()); if (entrance.x == room.left) { set(level, new Point(room.right - 1, room.top + 1), Terrain.STATUE); set(level, new Point(room.right - 1, room.bottom - 1), Terrain.STATUE); cx = room.right - 2; } else if (entrance.x == room.right) { set(level, new Point(room.left + 1, room.top + 1), Terrain.STATUE); set(level, new Point(room.left + 1, room.bottom - 1), Terrain.STATUE); cx = room.left + 2; } else if (entrance.y == room.top) { set(level, new Point(room.left + 1, room.bottom - 1), Terrain.STATUE); set(level, new Point(room.right - 1, room.bottom - 1), Terrain.STATUE); cy = room.bottom - 2; } else if (entrance.y == room.bottom) { set(level, new Point(room.left + 1, room.top + 1), Terrain.STATUE); set(level, new Point(room.right - 1, room.top + 1), Terrain.STATUE); cy = room.top + 2; } level.drop(prize(level), cx + cy * Level.WIDTH).type = Type.TOMB; }
@Override public int proc(Armor armor, Char attacker, Char defender, int damage) { int level = Math.max(0, armor.level); if (Level.adjacent(attacker.pos, defender.pos) && Random.Int(level + 6) >= 5) { Buff.prolong(attacker, Frost.class, Frost.duration(attacker) * Random.Float(1f, 1.5f)); CellEmitter.get(attacker.pos).start(SnowParticle.FACTORY, 0.2f, 6); Buff.affect(defender, Burning.class).reignite(defender); defender.sprite.emitter().burst(FlameParticle.FACTORY, 5); } return damage; }