diff options
Diffstat (limited to 'level.go')
-rw-r--r-- | level.go | 51 |
1 files changed, 39 insertions, 12 deletions
@@ -3,6 +3,11 @@ package main import ( "fmt" ) + +func StartGame(g *Game) { + StartLevel4(g) +} + func PauseScreen(g *Game) { g.SetPaused() fmt.Printf("PAUSE\n", 0, len(g.playerAi)) @@ -28,14 +33,14 @@ func levelStart(g *Game) { g.ResetAll() g.playerAiIdx = 0 g.SetInGame() +} + +func noMoveable(g *Game) { for _, o := range g.objects { o.movable = false } } -func StartGame(g *Game) { - StartLevel1(g) -} func StartLevel1(g *Game ) { g.SetInGame() @@ -106,6 +111,7 @@ func StartLevel1(g *Game ) { func StartLevel2(g *Game) { g.SetPlacing() + noMoveable(g) g.toPlace = append(g.toPlace, NewLeftSpike(g, 0, 0)) @@ -118,6 +124,7 @@ func StartLevel2(g *Game) { func StartLevel3(g *Game) { g.SetPlacing() + noMoveable(g) g.toPlace = append(g.toPlace, NewSpike(g, 0, 0)) @@ -130,6 +137,8 @@ func StartLevel3(g *Game) { func StartLevel4(g *Game) { g.SetPlacing() + noMoveable(g) + g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) g.ClearAll() @@ -139,11 +148,11 @@ func StartLevel4(g *Game) { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 36, 34, 35, 36, 34, 35, 36, 34, 67, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 34, 67, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 37, 69, 70, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 39, 37, 38, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 55, 53, 54, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 36, 34, 35, 36, 34, 35, 71, 69, 70, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 0, @@ -157,11 +166,11 @@ func StartLevel4(g *Game) { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 98, 82, 115, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 83, 84, 82, 83, 84, 82, 83, 84, 82, 115, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 83, 84, 82, 83, 84, 82, 83, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 0, @@ -174,7 +183,7 @@ func StartLevel4(g *Game) { g.tilemap = &tilemap g.tilemap.UpdateSurface() - g.exit.startx = 20 * tileSize + g.exit.startx = 18 * tileSize g.exit.starty = 6 * tileSize g.ResetAll() @@ -188,9 +197,27 @@ func StartLevel4(g *Game) { g.QueueState(StartLevel5) } +// HMM maybe we can make this a bit harder, lets try moving the exit by clicking on it func StartLevel5(g *Game) { g.SetPlacing() - g.toPlace = append(g.toPlace, NewSpike(g, 0, 0)) + //noMoveable(g) + + //g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) + g.exit.movable = true + g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) + // after end + g.QueueState(ReverseLevel) + // after reversed + g.QueueState(afterReversed) + g.QueueState(StartLevel5) +} + +// Ok lets add a spring there as well +func StartLevel6(g *Game) { + g.SetPlacing() + //noMoveable(g) + + g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) g.exit.movable = true // after end |