@Override protected Painter painter() { return new CityPainter() .setWater( 0.10f, 4 ) .setGrass( 0.10f, 3 ); }
public static void set( Level level, Point p, int value ) { set( level, p.x, p.y, value ); }
public void paint( Level level ) { Painter.fill(level, this, 1, Terrain.EMPTY); //true = space, false = wall boolean[][] maze = Maze.generate(this); Painter.fill(level, this, 1, Terrain.EMPTY); for (int x = 0; x < maze.length; x++) for (int y = 0; y < maze[0].length; y++) { if (maze[x][y] == Maze.FILLED) { Painter.fill(level, x + left, y + top, 1, 1, Terrain.WALL); } } }
@Override protected Painter painter() { return new SewerPainter() .setWater(feeling == Feeling.WATER ? 0.85f : 0.30f, 5) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 4) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new PrisonPainter() .setWater(feeling == Feeling.WATER ? 0.90f : 0.30f, 4) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new CityPainter() .setWater(feeling == Feeling.WATER ? 0.90f : 0.30f, 4) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new HallsPainter() .setWater(feeling == Feeling.WATER ? 0.70f : 0.15f, 6) .setGrass(feeling == Feeling.GRASS ? 0.65f : 0.10f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new CavesPainter() .setWater(feeling == Feeling.WATER ? 0.85f : 0.30f, 6) .setGrass(feeling == Feeling.GRASS ? 0.65f : 0.15f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
public static void fillEllipse(Level level, Rect rect, int m, int value ) { fillEllipse( level, rect.left + m, rect.top + m, rect.width() - m*2, rect.height() - m*2, value ); }
@Override protected Painter painter() { return new SewerPainter() .setWater(feeling == Feeling.WATER ? 0.85f : 0.30f, 5) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 4) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new PrisonPainter() .setWater(feeling == Feeling.WATER ? 0.90f : 0.30f, 4) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new CityPainter() .setWater(feeling == Feeling.WATER ? 0.90f : 0.30f, 4) .setGrass(feeling == Feeling.GRASS ? 0.80f : 0.20f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new HallsPainter() .setWater(feeling == Feeling.WATER ? 0.70f : 0.15f, 6) .setGrass(feeling == Feeling.GRASS ? 0.65f : 0.10f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new CavesPainter() .setWater(feeling == Feeling.WATER ? 0.85f : 0.30f, 6) .setGrass(feeling == Feeling.GRASS ? 0.65f : 0.15f, 3) .setTraps(nTraps(), trapClasses(), trapChances()); }
@Override protected Painter painter() { return new CityPainter() .setWater( 0.10f, 4 ) .setGrass( 0.10f, 3 ); }
public static void set( Level level, Point p, int value ) { set( level, p.x, p.y, value ); }
public void paint( Level level ) { Painter.fill(level, this, 1, Terrain.EMPTY); //true = space, false = wall boolean[][] maze = Maze.generate(this); Painter.fill(level, this, 1, Terrain.EMPTY); for (int x = 0; x < maze.length; x++) for (int y = 0; y < maze[0].length; y++) { if (maze[x][y] == Maze.FILLED) { Painter.fill(level, x + left, y + top, 1, 1, Terrain.WALL); } } }
private static void placePlant(Level level, int pos, Mob plant){ plant.pos = pos; level.mobs.add( plant ); for(int i : PathFinder.NEIGHBOURS8) { if (level.map[pos + i] == Terrain.GRASS){ Painter.set(level, pos + i, Terrain.HIGH_GRASS); } } } }
public static void fill( Level level, Rect rect, int m, int value ) { fill( level, rect.left + m, rect.top + m, rect.width() - m*2, rect.height() - m*2, value ); }
private static void placePlant(Level level, int pos, Mob plant){ plant.pos = pos; level.mobs.add( plant ); for(int i : PathFinder.NEIGHBOURS8) { if (level.map[pos + i] == Terrain.GRASS){ Painter.set(level, pos + i, Terrain.HIGH_GRASS); } } } }