예제 #1
0
  public static void trigger(int pos, Char ch) {
    Integer target = pos + Random.Int(-10, 10);

    if (Level.passable[target]) {
      int cell = Ballistica.cast(Dungeon.hero.pos, target, false, true);
      if (Actor.findChar(cell) != null && cell != Dungeon.hero.pos) {
        cell = Ballistica.trace[Ballistica.distance - 2];
      }

      final int dest = cell;
      Dungeon.hero.busy();
      Dungeon.hero.sprite.jump(
          Dungeon.hero.pos,
          cell,
          new Callback() {
            @Override
            public void call() {
              Dungeon.hero.move(dest);
              Dungeon.level.press(dest, Dungeon.hero);
              Dungeon.observe();

              Camera.main.shake(2, 0.5f);
              Buff.affect(Dungeon.hero, Cripple.class, Cripple.DURATION);
            }
          });
    }
  }
예제 #2
0
  public static void climbFall(int pos) {
    Integer target;

    if (Dungeon.level.map[pos] == Terrain.MOUNTAIN_S) {
      target = pos + 100;
    } else if (Dungeon.level.map[pos] == Terrain.MOUNTAIN_E) {
      target = pos + 2;
    } else if (Dungeon.level.map[pos] == Terrain.MOUNTAIN_W) {
      target = pos - 2;
    } else if (Dungeon.level.map[pos] == Terrain.MOUNTAIN_N) {
      target = pos - 100;
    } else if (Dungeon.level.map[pos] == Terrain.EMPTY) {
      target = pos;
    } else target = pos;

    if (Level.passable[target]) {
      int cell = Ballistica.cast(Dungeon.hero.pos, target, false, true);
      if (Actor.findChar(cell) != null && cell != Dungeon.hero.pos) {
        cell = Ballistica.trace[Ballistica.distance - 2];
      }

      final int dest = cell;

      Dungeon.hero.sprite.jump(
          Dungeon.hero.pos,
          cell,
          new Callback() {
            @Override
            public void call() {
              Dungeon.hero.move(dest);
              Dungeon.level.press(dest, Dungeon.hero);
              Dungeon.observe();

              Camera.main.shake(2, 0.5f);
              if (Random.Int(1, 20) == 1) {
                Buff.affect(Dungeon.hero, Cripple.class, Cripple.DURATION);
              }
            }
          });
    }
  }