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() // }