@Override protected void createItems() { Item item = Bones.get(); if (item != null) { int pos; do { pos = Random.IntRange( ROOM_LEFT, ROOM_RIGHT ) + Random.IntRange( ROOM_TOP + 1, ROOM_BOTTOM ) * width(); } while (pos == entrance); drop( item, pos ).setHauntedIfCursed(1f).type = Heap.Type.REMAINS; } }
@Override protected boolean build() { setSize(32, 32); exit = (i * 4 + 3) + (top - 1) * width(); if (Random.Int(2) == 0) { int y = Random.IntRange(top + 1, bottom - 1); map[i * 4 + j + y * width()] = Terrain.WALL_DECO; Random.Int(ROOM_TOP + 1, ROOM_BOTTOM - 1) * width(); map[entrance] = Terrain.ENTRANCE; for (int i = 0; i < length(); i++) { if (map[i] == Terrain.EMPTY && patch[i]) { map[i] = Terrain.WATER; for (int i = 0; i < length(); i++) { if (map[i] == Terrain.EMPTY && Random.Int(10) == 0) { map[i] = Terrain.EMPTY_DECO;
private void doMagic( int cell ) { set( cell, Terrain.EMPTY_SP ); CellEmitter.get( cell ).start( FlameParticle.FACTORY, 0.1f, 3 ); }
break; case 25: level = new HallsBossLevel(); break; case 26:
@Override protected boolean build() { setSize(32, 32); exit = (i * 4 + 3) + (top - 1) * width(); if (Random.Int(2) == 0) { int y = Random.IntRange(top + 1, bottom - 1); map[i * 4 + j + y * width()] = Terrain.WALL_DECO; Random.Int(ROOM_TOP + 1, ROOM_BOTTOM - 1) * width(); map[entrance] = Terrain.ENTRANCE; for (int i = 0; i < length(); i++) { if (map[i] == Terrain.EMPTY && patch[i]) { map[i] = Terrain.WATER; for (int i = 0; i < length(); i++) { if (map[i] == Terrain.EMPTY && Random.Int(10) == 0) { map[i] = Terrain.EMPTY_DECO;
private void doMagic( int cell ) { set( cell, Terrain.EMPTY_SP ); CellEmitter.get( cell ).start( FlameParticle.FACTORY, 0.1f, 3 ); }
break; case 25: level = new HallsBossLevel(); break; case 26:
@Override protected void createItems() { Item item = Bones.get(); if (item != null) { int pos; do { pos = Random.IntRange( ROOM_LEFT, ROOM_RIGHT ) + Random.IntRange( ROOM_TOP + 1, ROOM_BOTTOM ) * width(); } while (pos == entrance); drop( item, pos ).setHauntedIfCursed(1f).type = Heap.Type.REMAINS; } }