@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 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; } }
exit = space.left + space.width()/2 + (space.top - 1) * width(); ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.EMPTY_DECO ); arenaDoor = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + (ROOM_BOTTOM + 1) * width(); map[arenaDoor] = Terrain.DOOR; Random.Int( ROOM_TOP + 1, ROOM_BOTTOM - 1 ) * width(); map[entrance] = Terrain.ENTRANCE; for (int i=width() + 1; i < length() - width(); i++) { if (map[i] == Terrain.EMPTY) { int n = 0; n++; if (map[i+width()] == Terrain.WALL) { n++; if (map[i-width()] == Terrain.WALL) { n++; for (int i=0; i < length() - width(); i++) { if (map[i] == Terrain.WALL && DungeonTileSheet.floorTile(map[i + width()]) && Random.Int( 3 ) == 0) { map[i] = Terrain.WALL_DECO;
exit = space.left + space.width()/2 + (space.top - 1) * width(); ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.EMPTY_DECO ); arenaDoor = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + (ROOM_BOTTOM + 1) * width(); map[arenaDoor] = Terrain.DOOR; Random.Int( ROOM_TOP + 1, ROOM_BOTTOM - 1 ) * width(); map[entrance] = Terrain.ENTRANCE; for (int i=width() + 1; i < length() - width(); i++) { if (map[i] == Terrain.EMPTY) { int n = 0; n++; if (map[i+width()] == Terrain.WALL) { n++; if (map[i-width()] == Terrain.WALL) { n++; for (int i=0; i < length() - width(); i++) { if (map[i] == Terrain.WALL && DungeonTileSheet.floorTile(map[i + width()]) && Random.Int( 3 ) == 0) { map[i] = Terrain.WALL_DECO;