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@ -8,7 +8,7 @@ import (
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//fixme move to config
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var minRoomSize = 3
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var maxRoomSize = 22
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var maxrooms = 30
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var maxrooms = 50
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//fixme make closure to stack them
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func DefaultGen(l *gamemap.Level) *gamemap.Level {
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@ -70,18 +70,31 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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// Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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//}
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//fillage := types.RectFill{
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// Top: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Bottom: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Left: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Right: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// BottomLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// BottomRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// TopLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// TopRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Body: func() *gamemap.Tile {return gamemap.NewDeepWaterTile()},
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//}
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fillage := types.RectFill{
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Top: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Bottom: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Left: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Right: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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BottomLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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BottomRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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TopLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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TopRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Body: func() *gamemap.Tile {return gamemap.NewDeepWaterTile()},
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Top: func() *gamemap.Tile {return gamemap.NewFloor()},
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Bottom: func() *gamemap.Tile {return gamemap.NewFloor()},
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Left: func() *gamemap.Tile {return gamemap.NewFloor()},
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Right: func() *gamemap.Tile {return gamemap.NewFloor()},
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BottomLeft: func() *gamemap.Tile {return gamemap.NewFloor()},
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BottomRight: func() *gamemap.Tile {return gamemap.NewFloor()},
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TopLeft: func() *gamemap.Tile {return gamemap.NewFloor()},
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TopRight: func() *gamemap.Tile {return gamemap.NewFloor()},
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Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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}
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for idx, room := range rooms {
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room.Blit(fillage, l)
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if idx > 0 {
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