Esempio n. 1
0
func createLevelBase(wallColor tl.Attr, wallWidth int, w int, h int) *tl.BaseLevel {
	var level *tl.BaseLevel = tl.NewBaseLevel(tl.Cell{
		Bg: tl.ColorBlack,
		Fg: tl.ColorWhite,
		Ch: ' ',
	})

	level.AddEntity(NewWall(0, 0, w+wallWidth, wallWidth, wallColor))
	level.AddEntity(NewWall(0, h+wallWidth, w+wallWidth, wallWidth, tl.ColorCyan))
	level.AddEntity(NewWall(0, 0, wallWidth, h+wallWidth, tl.ColorCyan))
	level.AddEntity(NewWall(w+wallWidth, 0, wallWidth, h+wallWidth*2, tl.ColorCyan))

	return level
}
Esempio n. 2
0
func createLevel1() *Level {
	var level *tl.BaseLevel = createLevelBase(tl.ColorCyan, 10, 100, 40)
	level.AddEntity(NewWall(40, 10, 10, 35, tl.ColorCyan))

	key1 := NewKey(15, 45, tl.ColorRed)
	level.AddEntity(key1)

	door1 := NewDoor(50, 38, 60, 1, tl.ColorGreen)
	level.AddEntity(door1)

	key2 := NewKey(108, 48, tl.ColorGreen)
	level.AddEntity(key2)

	door2 := NewDoor(41, 45, 2, 5, tl.ColorRed)
	level.AddEntity(door2)

	enemies := make([]Enemy, 0)
	for x := 50; x < 110; x++ {
		for y := 27; y > 22; y-- {
			ghost := NewBeast(x, y, tl.ColorYellow, []rune{'o', 'O'}, 250)
			level.AddEntity(ghost)
			enemies = append(enemies, ghost)
		}
	}

	return &Level{level, 20, 20, enemies}
}