public static ArrayList<Room> spawnRoom( ArrayList<Room> rooms) { questRoomSpawned = false; if (!spawned && (type != 0 || (Dungeon.depth > 6 && Random.Int( 10 - Dungeon.depth ) == 0))) { // decide between 1,2, or 3 for quest type. if (type == 0) type = Random.Int(3)+1; switch (type){ case 1: default: rooms.add(new MassGraveRoom()); break; case 2: rooms.add(new RitualSiteRoom()); break; case 3: rooms.add(new RotGardenRoom()); break; } questRoomSpawned = true; } return rooms; }
public void paint(Level level){ Door entrance = entrance(); entrance.set(Door.Type.BARRICADE); level.addItemToSpawn(new PotionOfLiquidFlame()); b.setRect(left+1, top, width()-2, height()-1); level.customTiles.add(b); pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.findMob(pos) != null); skele.pos = pos; int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null); Heap h = level.drop(item, pos);
public void paint(Level level){ Door entrance = entrance(); entrance.set(Door.Type.BARRICADE); level.addItemToSpawn(new PotionOfLiquidFlame()); b.setRect(left+1, top, width()-2, height()-1); level.customTiles.add(b); pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.findMob(pos) != null); skele.pos = pos; int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null); Heap h = level.drop(item, pos);
public static ArrayList<Room> spawnRoom( ArrayList<Room> rooms) { questRoomSpawned = false; if (!spawned && (type != 0 || (Dungeon.depth > 6 && Random.Int( 10 - Dungeon.depth ) == 0))) { // decide between 1,2, or 3 for quest type. if (type == 0) type = Random.Int(3)+1; switch (type){ case 1: default: rooms.add(new MassGraveRoom()); break; case 2: rooms.add(new RitualSiteRoom()); break; case 3: rooms.add(new RotGardenRoom()); break; } questRoomSpawned = true; } return rooms; }