Esempio n. 1
0
//NewStatus creates a new status display for the specified PlayerMech
func NewStatus(x, y, width, height int, level *tl.BaseLevel) *Status {
	display := Status{
		background: tl.NewRectangle(
			x,
			y,
			width,
			height,
			tl.ColorBlack),
		level: level,
		x:     x,
		y:     y,
	}

	return &display
}
Esempio n. 2
0
func main() {
	//Create the game
	game := tl.NewGame()

	//Create the level for the game
	level := tl.NewBaseLevel(tl.Cell{
		Bg: tl.ColorGreen,
		Fg: tl.ColorBlack,
		Ch: ' ',
	})
	level.AddEntity(tl.NewRectangle(10, 10, 50, 20, tl.ColorBlue))

	//Create the notification display
	notification := display.NewNotification(25, 0, 45, 6, level)

	//Create the enemy mechs
	enemies := GenerateEnemyMechs(8)
	for _, enemy := range enemies {
		enemy.AttachGame(game)
		enemy.AttachNotifier(notification)
		level.AddEntity(enemy)
	}

	//Create the player's mech
	player := mech.NewPlayerMech("Player", 10, 1, 1, level)
	weapon1 := weapon.CreateRifle()
	player.AddWeapon(weapon1)
	player.SetEnemyList(enemies)
	player.AttachGame(game)
	player.AttachNotifier(notification)
	level.AddEntity(player)

	//Create the players mech status display
	status := display.NewPlayerStatus(0, 0, 20, 13, player, level)

	//Attach the displays the the level
	level.AddEntity(status)
	level.AddEntity(notification)

	//Set the level to be the current game level
	game.Screen().SetLevel(level)

	game.SetDebugOn(false)

	//Start the game engine
	game.Start()
}