A Go version of the https://lcthw.dev/learn-code-the-hard-way/curseyou-python-rogue that makes a tiny Rogue in Go.
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package main
import (
"slices"
)
func compass(near Position, offset int) []Position {
return []Position{
Position{near.X, near.Y - offset},
Position{near.X, near.Y + offset},
Position{near.X + offset, near.Y},
Position{near.X - offset, near.Y},
}
}
func (game *Game) Inbounds(pos Position, offset int) bool {
return pos.X >= offset &&
pos.X < game.Width - offset &&
pos.Y >= offset &&
pos.Y < game.Height - offset
}
func (game *Game) Occupied(pos Position) bool {
_, is_enemy := game.Enemies[pos]
is_player := pos == game.Player.Pos
// Inbounds comes first to prevent accessing level with bad x,y
return !game.Inbounds(pos, 1) ||
game.Level[pos.Y][pos.X] == WALL ||
is_enemy ||
is_player
}
func (game *Game) FillMap(target Map, setting rune) {
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]rune{setting}, game.Width)
}
}
func (game *Game) Neighbors(near Position) []Position {
result := make([]Position, 0, 4)
points := compass(near, 2)
for _, pos := range points {
if game.Inbounds(pos, 0) {
result = append(result, pos)
}
}
return result
}
func (game *Game) NewMap() {
game.FillMap(game.Level, '#')
}