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/************* | |
* ambush.js * | |
************* | |
* | |
* Oh. Oh, I see. This wasn't quite part of the plan. | |
* | |
* Looks like they won't let you take the Algorithm | |
* without a fight. You'll need to carefully weave your | |
* way through the guard drones. | |
* | |
* Well, time to improvise. Let's mess with their programming | |
* a little, shall we? | |
*/ | |
function startLevel(map) { | |
function moveToward(obj, type) { | |
var target = obj.findNearest(type); | |
var leftDist = obj.getX() - target.x; | |
var upDist = obj.getY() - target.y; | |
var direction; | |
if (upDist == 0 && leftDist == 0) { | |
return; | |
} if (upDist > 0 && upDist >= leftDist) { | |
direction = 'up'; | |
} else if (upDist < 0 && upDist < leftDist) { | |
direction = 'down'; | |
} else if (leftDist > 0 && leftDist >= upDist) { | |
direction = 'left'; | |
} else { | |
direction = 'right'; | |
} | |
if (obj.canMove(direction)) { | |
obj.move(direction); | |
} | |
} | |
map.defineObject('attackDrone', { | |
'type': 'dynamic', | |
'symbol': 'd', | |
'color': 'red', | |
'onCollision': function (player) { | |
player.killedBy('an attack drone'); | |
}, | |
'behavior': function (me) { | |
moveToward(me, 'decoyRed'); | |
} | |
}); | |
map.defineObject('reinforcementDrone', { | |
'type': 'dynamic', | |
'symbol': 'd', | |
'color': 'yellow', | |
'onCollision': function (player) { | |
player.killedBy('a reinforcement drone'); | |
}, | |
'behavior': function (me) { | |
moveToward(me, 'decoyYellow'); | |
} | |
}); | |
map.defineObject('defenseDrone', { | |
'type': 'dynamic', | |
'symbol': 'd', | |
'color': 'green', | |
'onCollision': function (player) { | |
player.killedBy('a defense drone'); | |
}, | |
'behavior': function (me) { | |
if (me.canMove('up')) { | |
me.move('up'); | |
} else { | |
me.move('right'); | |
} | |
} | |
}); | |
map.defineObject('decoyRed', { | |
'type': 'item', | |
'symbol': '@', | |
'color': 'red' | |
}); | |
map.defineObject('decoyYellow', { | |
'type': 'item', | |
'symbol': '@', | |
'color': 'yellow' | |
}); | |
map.placeObject(10, 9, 'decoyRed'); | |
map.placeObject(25, 9, 'decoyYellow'); | |
map.defineObject('foo', { | |
'behavior': function(me) { | |
} | |
}); | |
// just for decoration | |
map.defineObject('water', { | |
'symbol': '░', | |
'color': '#44f' | |
}); | |
map.placePlayer(0, 12); | |
for (var x = 0; x < map.getWidth(); x++) { | |
map.placeObject(x, 10, 'block'); | |
map.placeObject(x, 14, 'block'); | |
for (var y = 20; y < map.getHeight(); y++) { | |
map.placeObject(x, y, 'water'); | |
} | |
} | |
map.placeObject(23, 11, 'attackDrone'); | |
map.placeObject(23, 12, 'attackDrone'); | |
map.placeObject(23, 13, 'attackDrone'); | |
map.placeObject(27, 11, 'defenseDrone'); | |
map.placeObject(27, 12, 'defenseDrone'); | |
map.placeObject(27, 13, 'defenseDrone'); | |
map.placeObject(24, 11, 'reinforcementDrone'); | |
map.placeObject(25, 11, 'reinforcementDrone'); | |
map.placeObject(26, 11, 'reinforcementDrone'); | |
map.placeObject(24, 13, 'reinforcementDrone'); | |
map.placeObject(25, 13, 'reinforcementDrone'); | |
map.placeObject(26, 13, 'reinforcementDrone'); | |
map.placeObject(map.getWidth()-1, 12, 'exit'); | |
} | |
function validateLevel(map) { | |
map.validateExactlyXManyObjects(1, 'exit'); | |
} | |
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