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- /*
- * robotMaze.js
- *
- * The blue key is inside a labyrinth, and extracting
- * it will not be easy.
- *
- * It's a good thing that you're a AI expert, or
- * we would have to leave empty-handed.
- */
- function startLevel(map) {
- // Hint: you can press R or 5 to "rest" and not move the
- // player, while the robot moves around.
- map.getRandomInt = function(min, max) {
- return Math.floor(Math.random() * (max - min + 1)) + min;
- }
- map.placePlayer(map.getWidth()-1, map.getHeight()-1);
- var player = map.getPlayer();
- map.defineObject('robot', {
- 'type': 'dynamic',
- 'symbol': 'R',
- 'color': 'gray',
- 'onCollision': function (player, me) {
- me.giveItemTo(player, 'blueKey');
- },
- 'behavior': function (me) {
- // move randomly
- var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
- // getAdjacentEmptyCells gives array of ((x, y), direction) pairs
- //me.move(moves[map.getRandomInt(0, moves.length - 1)][1]);
- if (typeof( me.direction ) === 'undefined') {
- me.direction = 'up';
- me.dmx = {}
- me.dmx['up'] = [0, -1];
- me.dmx['right'] = [1, 0];
- me.dmx['down'] = [0, 1];
- me.dmx['left'] = [-1, 0];
- me.cwmx = {}
- me.cwmx['up'] = 'right';
- me.cwmx['right'] = 'down';
- me.cwmx['down'] = 'left';
- me.cwmx['left'] = 'up';
- me.ccwmx = {}
- me.ccwmx['up'] = 'left';
- me.ccwmx['right'] = 'up';
- me.ccwmx['down'] = 'right';
- me.ccwmx['left'] = 'down';
- me.getLeft = function() {
- xy = me.dmx[ me.ccwmx[ me.direction ] ];
- //xy = me.dmx[ 'up' ];
- //alert(me.direction+"xy = " + xy[0] + ", " + xy[1]);
- xy = [me.getX() + xy[0], me.getY() + xy[1]];
- r = map.getObjectTypeAt( xy[0], xy[1] );
- //alert("l = " + r + " at " + xy[0] + ", " + xy[1] + ":" + xy);
- return r;
- }
- me.getFront = function() {
- xy = me.dmx[ me.direction ];
- xy = [me.getX() + xy[0], me.getY() + xy[1]];
- r = map.getObjectTypeAt( xy[0], xy[1] );
- //alert("r = " + r + " at " + xy[0] + ", " + xy[1]);
- return r;
- }
- }
- if ('empty' === me.getLeft()) {
- // turn left
- me.direction = me.ccwmx[ me.direction ];
- } else if ('empty' !== me.getFront() &&
- 'barrier' !== me.getFront()) {
- // turn right
- console.log('front = '+me.getFront());
- me.direction = me.cwmx[ me.direction ];
- }
- me.move( me.direction );
- }
- });
- map.defineObject('barrier', {
- 'symbol': '░',
- 'color': 'purple',
- 'impassable': true,
- 'passableFor': ['robot']
- });
- map.placeObject(0, map.getHeight() - 1, 'exit');
- map.placeObject(1, 1, 'robot');
- map.placeObject(map.getWidth() - 2, 8, 'blueKey');
- map.placeObject(map.getWidth() - 2, 9, 'barrier');
- var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
- autoGeneratedMaze.create( function (x, y, mapValue) {
- // don't write maze over robot or barrier
- if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
- return 0;
- } else if (mapValue === 1) { //0 is empty space 1 is wall
- map.placeObject(x,y, 'block');
- } else {
- map.placeObject(x,y,'empty');
- }
- });
- }
- function validateLevel(map) {
- map.validateExactlyXManyObjects(1, 'exit');
- map.validateExactlyXManyObjects(1, 'robot');
- map.validateAtMostXObjects(1, 'blueKey');
- }
- function onExit(map) {
- if (!map.getPlayer().hasItem('blueKey')) {
- map.writeStatus("We need to get that key!");
- return false;
- } else {
- return true;
- }
- }
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