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Aug 21st, 2019
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  1. /*
  2. * robotMaze.js
  3. *
  4. * The blue key is inside a labyrinth, and extracting
  5. * it will not be easy.
  6. *
  7. * It's a good thing that you're a AI expert, or
  8. * we would have to leave empty-handed.
  9. */
  10.  
  11. function startLevel(map) {
  12. // Hint: you can press R or 5 to "rest" and not move the
  13. // player, while the robot moves around.
  14.  
  15. map.getRandomInt = function(min, max) {
  16. return Math.floor(Math.random() * (max - min + 1)) + min;
  17. }
  18.  
  19. map.placePlayer(map.getWidth()-1, map.getHeight()-1);
  20. var player = map.getPlayer();
  21.  
  22. map.defineObject('robot', {
  23. 'type': 'dynamic',
  24. 'symbol': 'R',
  25. 'color': 'gray',
  26. 'onCollision': function (player, me) {
  27. me.giveItemTo(player, 'blueKey');
  28. },
  29. 'behavior': function (me) {
  30. if (player.teleportersAreReady) {
  31. // Do not add teleporters more than once
  32. return;
  33. }
  34.  
  35. // Place two teleporters at the map
  36. map.placeObject(player.getX(), player.getY() - 1, 'teleporter');
  37. map.placeObject(map.getWidth() - 2, 7, 'teleporter');
  38.  
  39. // We need teleporters objects, so find them
  40. var objs = map.getDynamicObjects();
  41. var teleporters = [];
  42.  
  43. for (var i = 0, len = objs.length; i < len; i++) {
  44. if (objs[i].getType() == 'teleporter') {
  45. teleporters.push(objs[i]);
  46. }
  47. }
  48.  
  49. // Link teleporters one to another
  50. teleporters[0].setTarget(teleporters[1]);
  51. teleporters[1].setTarget(teleporters[0]);
  52.  
  53. // We need an indicator to know if teleporters already
  54. // in place or not. Use "player" object from the closure
  55. player.teleportersAreReady = true;
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  100. }
  101. });
  102.  
  103. map.defineObject('barrier', {
  104. 'symbol': '░',
  105. 'color': 'purple',
  106. 'impassable': true,
  107. 'passableFor': ['robot']
  108. });
  109.  
  110. map.placeObject(0, map.getHeight() - 1, 'exit');
  111. map.placeObject(1, 1, 'robot');
  112. map.placeObject(map.getWidth() - 2, 8, 'blueKey');
  113. map.placeObject(map.getWidth() - 2, 9, 'barrier');
  114.  
  115. var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
  116. autoGeneratedMaze.create( function (x, y, mapValue) {
  117. // don't write maze over robot or barrier
  118. if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
  119. return 0;
  120. } else if (mapValue === 1) { //0 is empty space 1 is wall
  121. map.placeObject(x,y, 'block');
  122. } else {
  123. map.placeObject(x,y,'empty');
  124. }
  125. });
  126. }
  127.  
  128. function validateLevel(map) {
  129. map.validateExactlyXManyObjects(1, 'exit');
  130. map.validateExactlyXManyObjects(1, 'robot');
  131. map.validateAtMostXObjects(1, 'blueKey');
  132. }
  133.  
  134. function onExit(map) {
  135. if (!map.getPlayer().hasItem('blueKey')) {
  136. map.writeStatus("We need to get that key!");
  137. return false;
  138. } else {
  139. return true;
  140. }
  141. }
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