@Override protected void createItems() { drop( new Amulet(), pedestal ); }
@Override protected boolean build() { setSize(16, 64); Arrays.fill( map, Terrain.CHASM ); Painter.fill( this, mid - 3, 10, 7, 5, Terrain.EMPTY); entrance = (height-2) * width() + mid; map[entrance] = Terrain.ENTRANCE; pedestal = 12*(width()) + mid; map[pedestal] = Terrain.PEDESTAL; map[pedestal-1-width()] = map[pedestal+1-width()] = map[pedestal-1+width()] = map[pedestal+1+width()] = Terrain.STATUE_SP; map[pos-width()] = map[pos-1] = map[pos+1] = map[pos-2] = map[pos+2] = Terrain.WATER; pos+=width(); map[pos] = map[pos-2] = map[pos+2] = map[pos-3] = map[pos+3] = Terrain.WATER; pos+=width(); map[pos-3] = map[pos-2] = map[pos-1] = map[pos] = map[pos+1] = map[pos+2] = map[pos+3] = Terrain.WATER; pos+=width(); map[pos-2] = map[pos+2] = Terrain.WATER; for (int i=0; i < length(); i++) { if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) { map[i] = Terrain.EMPTY_DECO;
@Override public void create() { super.create(); for (int i=0; i < length(); i++) { int flags = Terrain.flags[map[i]]; if ((flags & Terrain.PIT) != 0){ passable[i] = avoid[i] = false; solid[i] = true; } } }
break; case 26: level = new LastLevel(); break; default:
@Override public void create() { super.create(); for (int i=0; i < length(); i++) { int flags = Terrain.flags[map[i]]; if ((flags & Terrain.PIT) != 0){ passable[i] = avoid[i] = false; solid[i] = true; } } }
break; case 26: level = new LastLevel(); break; default:
@Override protected boolean build() { setSize(16, 64); Arrays.fill( map, Terrain.CHASM ); Painter.fill( this, mid - 3, 10, 7, 5, Terrain.EMPTY); entrance = (height-2) * width() + mid; map[entrance] = Terrain.ENTRANCE; pedestal = 12*(width()) + mid; map[pedestal] = Terrain.PEDESTAL; map[pedestal-1-width()] = map[pedestal+1-width()] = map[pedestal-1+width()] = map[pedestal+1+width()] = Terrain.STATUE_SP; map[pos-width()] = map[pos-1] = map[pos+1] = map[pos-2] = map[pos+2] = Terrain.WATER; pos+=width(); map[pos] = map[pos-2] = map[pos+2] = map[pos-3] = map[pos+3] = Terrain.WATER; pos+=width(); map[pos-3] = map[pos-2] = map[pos-1] = map[pos] = map[pos+1] = map[pos+2] = map[pos+3] = Terrain.WATER; pos+=width(); map[pos-2] = map[pos+2] = Terrain.WATER; for (int i=0; i < length(); i++) { if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) { map[i] = Terrain.EMPTY_DECO;
@Override public void restoreFromBundle(Bundle bundle) { super.restoreFromBundle(bundle); for (int i=0; i < length(); i++) { int flags = Terrain.flags[map[i]]; if ((flags & Terrain.PIT) != 0){ passable[i] = avoid[i] = false; solid[i] = true; } } } }
@Override protected void createItems() { drop( new Amulet(), pedestal ); }
@Override public void restoreFromBundle(Bundle bundle) { super.restoreFromBundle(bundle); for (int i=0; i < length(); i++) { int flags = Terrain.flags[map[i]]; if ((flags & Terrain.PIT) != 0){ passable[i] = avoid[i] = false; solid[i] = true; } } } }