Esempio n. 1
0
olterrain* olterrainprototype::SpawnAndLoad(inputfile& SaveFile) const
{
  olterrain* Terrain = Spawner(0, LOAD);
  Terrain->Load(SaveFile);
  Terrain->CalculateAll();
  return Terrain;
}
Esempio n. 2
0
void StateGameOver::Reset(GameManager &Mgr)
{
    Mgr.player = Player();
    Mgr.enemies.clear();
    Mgr.lasers.clear();
    Mgr.score = Score((int)Mgr.player.hp);
    Mgr.spawner = Spawner();
}
Esempio n. 3
0
void ChunkLayer::make_spawner(int depth) {
    Room spawn_room;
    do {
        spawn_room = rooms[rand() % num_rooms];
    } while(spawn_room.br.row-spawn_room.tl.row<4 || spawn_room.br.col-spawn_room.tl.col<4);

    IntPoint spawn;
    do {
        //this line though
        spawn = IntPoint(2 + spawn_room.tl.row + rand() % ((spawn_room.br.row - 2) - (spawn_room.tl.row + 2)), 2 + spawn_room.tl.col + rand() % ((spawn_room.br.col - 2) - (spawn_room.tl.col + 2)));
    } while(!ground[spawn.row][spawn.col].can_build_overtop);

    spawners.push_back(Spawner(spawn.col, spawn.row, depth, enemies::kobold));
    ground[spawn.row][spawn.col] = Tileset::get("KOBOLD_SPAWNER");
}
Esempio n. 4
0
void ChunkLayer::make_spawner(int depth, IntPoint point, EnemyType enemy) {
    spawners.push_back(Spawner(point.col, point.row, depth, enemy));
}
Esempio n. 5
0
void ChunkLayer::make_spawner(int depth, IntPoint point) {
    spawners.push_back(Spawner(point.col, point.row, depth, enemies::kobold));
}