last_light/game/model/world_empty_map.go

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2024-06-06 23:17:22 +03:00
package model
// import "mvvasilev/last_light/engine"
// type EmptyDungeonMap struct {
// level *BasicMap
// }
// func (edl *EmptyDungeonMap) Size() engine.Size {
// return edl.level.Size()
// }
// func (edl *EmptyDungeonMap) SetTileAt(x int, y int, t Tile) Tile {
// return edl.level.SetTileAt(x, y, t)
// }
// func (edl *EmptyDungeonMap) TileAt(x int, y int) Tile {
// return edl.level.TileAt(x, y)
// }
// func (edl *EmptyDungeonMap) IsInBounds(x, y int) bool {
// return edl.level.IsInBounds(x, y)
// }
// func (edl *EmptyDungeonMap) Tick(dt int64) {
// }
// func (edl *EmptyDungeonMap) Rooms() []engine.BoundingBox {
// rooms := make([]engine.BoundingBox, 1)
// rooms = append(rooms, engine.BoundingBox{
// Sized: engine.WithSize(edl.Size()),
// Positioned: engine.WithPosition(engine.PositionAt(0, 0)),
// })
// return rooms
// }
// func (edl *EmptyDungeonMap) PlayerSpawnPoint() engine.Position {
// return engine.PositionAt(edl.Size().Width()/2, edl.Size().Height()/2)
// }
// func (edl *EmptyDungeonMap) NextLevelStaircasePosition() engine.Position {
// return engine.PositionAt(edl.Size().Width()/3, edl.Size().Height()/3)
// }
// func (bsp *EmptyDungeonMap) PreviousLevelStaircasePosition() engine.Position {
// return bsp.PlayerSpawnPoint()
// }