public Stat(String data) { handle = T.getInnerHeader(data); ArrayList<String> strVals = T.getInnerArgs(data); int i = 0; while (i < strVals.size()) { values.add(Float.parseFloat(strVals.get(i))); i++; } }
public static void createSinglePlayerArea(Node node) { node.setLocalTranslation(0, 100, 0); CG.createPhyBox( node, "floor", T.v3f(50, 0.1f, 50), T.v3f(0, -1, 0), T.getMaterialPath("lava_rock"), T.v2f(5, 5)); CG.createPhyBox( node, "wall", T.v3f(30, 20, 0.1f), T.v3f(0, 20, -60), T.getMaterialPath("BC_Tex"), T.v2f(15, 10)); CG.createPhyBox(node, "savior", T.v3f(10, 0.1f, 10), T.v3f(0, -101, 0), ColorRGBA.Yellow); }
public static void generateStart() { map.add( geoFloor( new Vector3f(0, -0.5f, 0), 5, 5, T.getMaterialPath("brick"), new Vector2f(5, 5), true)); int x = -2; int z; while (x <= 2) { z = -2; while (z <= 2) { world.put(new Vector3f(x, 0, z), "h"); z++; } x++; } }
public Wall(Vector3f start, float xi, float zi, int spaces) { float x = start.getX(); float z = start.getZ(); float xl = 0; float zl = 0; Vector3f loc = new Vector3f(0, 0, 0); int i = 0; ends[0] = start.clone(); while (i < spaces) { loc = new Vector3f(x + (i * xi), start.getY(), z + (i * zi)); if (world.get(loc) != null && (world.get(loc).contains("h") || world.get(loc).contains("w"))) { break; } else { world.put(loc, "w"); } xl += xi; zl += zi; i++; } i--; if (i > 0) { spaces -= i; } else { spaces -= 1; } if (spaces > 0) { walls.add(new Wall(loc.clone().add(xi, 0, zi), xi, zi, spaces)); } if (xl == 0 && zl == 0) { return; } loc = new Vector3f(x + ((i / 2f) * xi), start.getY(), z + ((i / 2f) * zi)); map.add( geoWall( loc, xl, zl, T.getMaterialPath("synthetic"), new Vector2f(Math.max(FastMath.abs(xl), FastMath.abs(zl)), 2), true)); }
public Hallway(Vector3f start, float xi, float zi) { float x = start.getX() + xi; float z = start.getZ() + zi; float rng, dist; int len = 0; int spread = 0; int lenMax = FastMath.nextRandomInt(HALL_LENGTH_MIN, HALL_LENGTH_MAX); boolean b = false; // Make sure both xi and zi have an absolute value of 1: xi = A.sign(xi); zi = A.sign(zi); // Assign the first 2 corners: corners[0] = new Vector3f( (zi * (HALL_WIDTH - 1)) + x, start.getY(), (xi * (HALL_WIDTH - 1)) + z); // Bottom Left corners[1] = new Vector3f( (-zi * (HALL_WIDTH - 1)) + x, start.getY(), (-xi * (HALL_WIDTH - 1)) + z); // Bottom Right Vector3f left = corners[0].clone(); Vector3f right = corners[1].clone(); ArrayList<HallData> newHalls = new ArrayList(1); while (len <= lenMax) { if (world.get(left) != null && world.get(left).contains("h")) { b = true; } if (world.get(right) != null && world.get(right).contains("h")) { b = true; } // Check each of the spaces in this step for hallway: if (b) { right.addLocal(-xi, 0, -zi); left.addLocal(-xi, 0, -zi); break; } world.put(left.clone(), "h"); world.put(right.add(zi, 0, xi), "h"); world.put(right.clone(), "h"); // Check distance & random to see if more hallways should be created: dist = left.distance(Vector3f.ZERO); rng = FastMath.nextRandomFloat(); if (dist < HALL_MAX_RADIUS && spread > HALL_SPREAD && len < lenMax) { if (rng < 0.13f) { newHalls.add(new HallData(left.clone(), zi, xi)); spread = 0; } else if (rng < 0.26f) { newHalls.add(new HallData(right.clone(), -zi, -xi)); spread = 0; } else if (rng < 0.33f) { newHalls.add(new HallData(left.clone(), zi, xi)); newHalls.add(new HallData(right.clone(), -zi, -xi)); spread = 0; } } x += xi; z += zi; spread++; len++; left.addLocal(xi, 0, zi); right.addLocal(xi, 0, zi); } corners[2] = right.clone(); // Top Right corners[3] = left.clone(); // Top Left // Generate hallways: int j = 0; while (j < newHalls.size()) { hallways.add(new Hallway(newHalls.get(j).start, newHalls.get(j).xi, newHalls.get(j).zi)); j++; } // Return if there's no hallway to generate (0 in size): float xs = FastMath.abs(corners[1].getX() - corners[3].getX()) + 1; float zs = FastMath.abs(corners[1].getZ() - corners[3].getZ()) + 1; if (Math.min(FastMath.abs(xs), FastMath.abs(zs)) < 1) { return; } // Generate the front wall: walls.add(new Wall(left.add(xi, 0, zi), -zi, -xi, HALL_WIDTH * 2 - 1)); walls.add(new Wall(left.add(zi, 0, xi), -xi, -zi, len + 1)); walls.add(new Wall(right.add(-zi, 0, -xi), -xi, -zi, len + 1)); // Generate the actual floor: float xloc = (corners[3].getX() + corners[1].getX()) * 0.5f; float zloc = (corners[3].getZ() + corners[1].getZ()) * 0.5f; NPCManager.addNew("grunt", new Vector3f(xloc, start.getY(), zloc).mult(ZS).add(0, 5, 0)); center = new Vector3f(xloc, start.getY() - 0.5f, zloc); floor = geoFloor(center, xs, zs, T.getMaterialPath("BC_Tex"), new Vector2f(zs, xs), true); map.add(floor); }