@Override public void paint( Level level) { Painter.fill( level, this, Terrain.WALL ); Painter.fill( level, this, 1, Terrain.CHASM ); Painter.drawInside( level, this, entrance(), 2, Terrain.EMPTY_SP); Painter.fill( level, this, 2, Terrain.EMPTY ); int n = Random.NormalIntRange(2, 3); int dropPos; for (int i = 0; i < n; i++) { do { dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY); level.drop(prize(level), dropPos); } entrance().set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); }
@Override public void paint( Level level) { Painter.fill( level, this, Terrain.WALL ); Painter.fill( level, this, 1, Terrain.CHASM ); Painter.drawInside( level, this, entrance(), 2, Terrain.EMPTY_SP); Painter.fill( level, this, 2, Terrain.EMPTY ); int n = Random.NormalIntRange(2, 3); int dropPos; for (int i = 0; i < n; i++) { do { dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY); level.drop(prize(level), dropPos); } entrance().set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); }