last_light/game/world/bsp_map.go

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package world
import (
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"mvvasilev/last_light/engine"
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)
type BSPDungeonMap struct {
level *BasicMap
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playerSpawnPoint engine.Position
nextLevelStaircase engine.Position
rooms []engine.BoundingBox
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}
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func (bsp *BSPDungeonMap) PlayerSpawnPoint() engine.Position {
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return bsp.playerSpawnPoint
}
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func (bsp *BSPDungeonMap) NextLevelStaircasePosition() engine.Position {
return bsp.nextLevelStaircase
}
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func (bsp *BSPDungeonMap) Size() engine.Size {
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return bsp.level.Size()
}
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func (bsp *BSPDungeonMap) SetTileAt(x int, y int, t Tile) Tile {
return bsp.level.SetTileAt(x, y, t)
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}
func (bsp *BSPDungeonMap) TileAt(x int, y int) Tile {
return bsp.level.TileAt(x, y)
}
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func (bsp *BSPDungeonMap) IsInBounds(x, y int) bool {
return bsp.level.IsInBounds(x, y)
}
func (bsp *BSPDungeonMap) ExploredTileAt(x, y int) Tile {
return bsp.level.ExploredTileAt(x, y)
}
func (bsp *BSPDungeonMap) MarkExplored(x, y int) {
bsp.level.MarkExplored(x, y)
}
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func (bsp *BSPDungeonMap) Tick(dt int64) {
}
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func (bsp *BSPDungeonMap) Rooms() []engine.BoundingBox {
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return bsp.rooms
}
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func (bsp *BSPDungeonMap) PreviousLevelStaircasePosition() engine.Position {
return bsp.playerSpawnPoint
}