Esempio n. 1
0
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)
	}
}
Esempio n. 2
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)
	}
}
Esempio n. 3
0
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)
	}
}
Esempio n. 4
0
func setEntity(game interfaces.Game, entity interfaces.Entity,
	boardId, x, y int) {
	entity.SetPosition(boardId, x, y)
	game.AddEntity(entity)
}
Esempio n. 5
0
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
}
Esempio n. 6
0
func (me *entranceGen) setEntity(game interfaces.Game,
	entity interfaces.Entity, x, y int) {

	entity.SetPosition(me.GetId(), x, y)
	game.AddEntity(entity)
}