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 statue = null; if (entrance.x == room.left) { statue = new Point(room.right - 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1); } else if (entrance.x == room.right) { statue = new Point(room.left + 1, Random.Int(2) == 0 ? room.top + 1 : room.bottom - 1); } else if (entrance.y == room.top) { statue = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.bottom - 1); } else if (entrance.y == room.bottom) { statue = new Point(Random.Int(2) == 0 ? room.left + 1 : room.right - 1, room.top + 1); } if (statue != null) { set(level, statue, Terrain.STATUE); } int n = Random.IntRange(1, 2); for (int i = 0; i < n; i++) { int pos; do { pos = level.pointToCell(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(Dungeon.depth)); }
@Override public void activate() { for (int i : Level.NEIGHBOURS9DIST2) { if (Level.insideMap(pos + i) && !Level.solid[pos + i]) { if (Level.pit[pos + i] || Level.water[pos + i]) GameScene.add(Blob.seed(pos + i, 1, Fire.class)); else GameScene.add(Blob.seed(pos + i, 5, Fire.class)); CellEmitter.get(pos + i).burst(FlameParticle.FACTORY, 5); } } Sample.INSTANCE.play(Assets.SND_BURNING); }
public static void paint(Level level, Room room) { fill(level, room, Terrain.WALL); fill(level, room, 1, Terrain.EMPTY_SP); pasWidth = room.width() - 2; pasHeight = room.height() - 2; int per = pasWidth * 2 + pasHeight * 2; if (itemsToSpawn == null) generateItems(); int pos = xy2p(room, room.entrance()) + (per - itemsToSpawn.size()) / 2; for (Item item : itemsToSpawn) { Point xy = p2xy(room, (pos + per) % per); int cell = xy.x + xy.y * Level.WIDTH; if (level.heaps.get(cell) != null) { do { cell = room.random(); } while (level.heaps.get(cell) != null); } level.drop(item, cell).type = Heap.Type.FOR_SALE; pos++; } placeShopkeeper(level, room); for (Room.Door door : room.connected.values()) { door.set(Room.Door.Type.REGULAR); } itemsToSpawn = null; }