func showMenuHelp() { tool.DPrintln("Hello, user!") tool.DPrintln("If you want to start the game, type in the command:") tool.DPrintln("\"start_the_game\"") tool.DPrintln("If you want to quit, simply type in:") tool.DPrintln("\"quit_the_game\"") }
// print all the intros func intro() { // clear terminal tool.Clear() // terminal preferences suggestion fmt.Println("ADJUST YOUR TERMINAL TO 80x24 FOR OPTIMAL VIEWING!") time.Sleep(time.Second * 2) tool.Clear() // EVOLver fmt.Println(EVOLVER) time.Sleep(time.Second * 2) tool.Clear() // print game logo (Divya) fmt.Println(LOGO) time.Sleep(time.Second * 2) tool.DPrintln("\nWELCOME TO DIVYA!") }
// make a character do stuff and change its status func (this *PCharacter) DoStuff(cmd int) { switch cmd { case INVALID: fmt.Println("Invalid command!") case GO_FORWARD: this.goForward() case GO_BACK: this.goBack() case GO_LEFT: this.goLeft() case GO_RIGHT: this.goRight() case GO_UP: this.goUp() case GO_DOWN: this.goDown() case SAVE: tool.DPrintln("Farewell!") } }
// save the game func saveGame() { tool.DPrintln("Saving game...") tool.DPrintln("Saving complete!") }
// initialize the world map func initWorld() { tool.DPrintln("Generating World...") worldMap = entity.NewWorldMap() tool.DPrintln("World generation complete!") }
// save game func saveGame() { tool.DPrintln("Saving Game...") // save game tool.DPrintln("Save complete.") }