func (me *shadowsOneGen) LoadEntities(game interfaces.Game) { /* statue army */ setEntity(game, entity.NewInertStatue(game), me.Id, 5, 0) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 0) setEntity(game, entity.NewInertStatue(game), me.Id, 5, 2) setEntity(game, entity.NewInertStatue(game), me.Id, 7, 2) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 2) setEntity(game, entity.NewInertStatue(game), me.Id, 5, 4) setEntity(game, entity.NewInertStatue(game), me.Id, 7, 4) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 4) setEntity(game, entity.NewInertStatue(game), me.Id, 5, 6) setEntity(game, entity.NewInertStatue(game), me.Id, 7, 6) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 6) setEntity(game, entity.NewInertStatue(game), me.Id, 5, 8) setEntity(game, entity.NewInertStatue(game), me.Id, 7, 8) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 8) /* random card chest / burning room */ setEntity(game, entity.NewChest(game), me.Id, 12, 3) /* antivenom necklace chest with shades */ setEntity(game, entity.NewChest(game), me.Id, 1, 6) setEntity(game, entity.NewShade(game), me.Id, 2, 6) setEntity(game, entity.NewShade(game), me.Id, 2, 7) /* extra monsters */ setEntity(game, entity.NewShade(game), me.Id, 15, 3) /* troll chest with teleport traps */ setEntity(game, entity.NewChest(game), me.Id, 14, 10) setEntity(game, entity.NewTeleportTrap(game, 1, 2), me.Id, 15, 11) setEntity(game, entity.NewTeleportTrap(game, 2, 2), me.Id, 14, 11) setEntity(game, entity.NewTeleportTrap(game, 3, 2), me.Id, 13, 10) setEntity(game, entity.NewTeleportTrap(game, 1, 1), me.Id, 13, 9) setEntity(game, entity.NewTeleportTrap(game, 2, 1), me.Id, 12, 10) setEntity(game, entity.NewTeleportTrap(game, 3, 1), me.Id, 11, 9) setEntity(game, entity.NewTeleportTrap(game, 3, 1), me.Id, 10, 11) if me.Id != game.GetNumBoards()-1 { setEntity(game, entity.NewStairsUp(game), me.Id, 7, 0) } }
func (me *centerSprawlGen) LoadEntities(game interfaces.Game) { setEntity(game, entity.NewInertStatue(game), me.Id, 1, 6) setEntity(game, entity.NewInertStatue(game), me.Id, 1, 8) setEntity(game, entity.NewInertStatue(game), me.Id, 2, 10) setEntity(game, entity.NewInertStatue(game), me.Id, 2, 11) setEntity(game, entity.NewInertStatue(game), me.Id, 7, 10) setEntity(game, entity.NewInertStatue(game), me.Id, 13, 9) setEntity(game, entity.NewTeleportTrap(game, 11, 5), me.Id, 10, 10) setEntity(game, entity.NewTeleportTrap(game, 4, 10), me.Id, 9, 5) setEntity(game, entity.NewTeleportTrap(game, 2, 0), me.Id, 5, 0) setEntity(game, entity.NewBoulderTrap(game, util.NewDirection(interfaces.UTIL_DIRECTION_NORTH)), me.Id, 7, 3) setEntity(game, entity.NewShielder(game), me.Id, 8, 11) setEntity(game, entity.NewChest(game), me.Id, 9, 6) if me.Id != game.GetNumBoards()-1 { setEntity(game, entity.NewStairsUp(game), me.Id, 1, 7) } }
func (me *entranceGen) LoadEntities(game interfaces.Game) { setEntity(game, entity.NewInertStatue(game), me.Id, 1, 5) setEntity(game, entity.NewInertStatue(game), me.Id, 4, 5) setEntity(game, entity.NewInertStatue(game), me.Id, 8, 5) setEntity(game, entity.NewInertStatue(game), me.Id, 14, 5) setEntity(game, entity.NewInertStatue(game), me.Id, 9, 11) setEntity(game, entity.NewInertStatue(game), me.Id, 13, 11) setEntity(game, entity.NewChest(game), me.Id, 15, 3) setEntity(game, entity.NewTree(game), me.Id, 0, 5) setEntity(game, entity.NewTree(game), me.Id, 5, 5) setEntity(game, entity.NewTree(game), me.Id, 0, 7) setEntity(game, entity.NewTree(game), me.Id, 5, 7) setEntity(game, entity.NewTree(game), me.Id, 0, 9) setEntity(game, entity.NewTree(game), me.Id, 5, 9) setEntity(game, entity.NewTree(game), me.Id, 0, 11) setEntity(game, entity.NewTree(game), me.Id, 5, 11) if me.Id != game.GetNumBoards()-1 { setEntity(game, entity.NewStairsUp(game), me.Id, 15, 8) } }
func setEntity(game interfaces.Game, entity interfaces.Entity, boardId, x, y int) { entity.SetPosition(boardId, x, y) game.AddEntity(entity) }
func NewGame(game interfaces.Game) *Game { g := &Game{} for k := 0; k < len(game.GetPlayers()); k++ { g.Players = append(g.Players, NewPlayer(game.GetPlayers()[k])) } for k := 0; k < len(game.GetBoards()); k++ { g.Boards = append(g.Boards, NewBoard(game.GetBoards()[k])) } for k := 0; k < len(game.GetEntities()); k++ { g.Entities = append(g.Entities, NewEntity(game.GetEntities()[k])) } g.LastTick = game.GetLastTick() g.CurrentBoard = game.GetCurrentBoard() return g }
func (me *entranceGen) setEntity(game interfaces.Game, entity interfaces.Entity, x, y int) { entity.SetPosition(me.GetId(), x, y) game.AddEntity(entity) }