Adjust randomization
parent
b6830fa315
commit
d9bbef3831
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@ -21,6 +21,9 @@ type Game struct {
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}
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}
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func (g *Game) Init() {
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func (g *Game) Init() {
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ebiten.SetWindowSize(1280, 720)
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ebiten.SetWindowResizable(true)
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rand.Seed(time.Now().UnixMilli())
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rand.Seed(time.Now().UnixMilli())
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g.Images = make(map[string]*ebiten.Image)
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g.Images = make(map[string]*ebiten.Image)
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@ -39,8 +42,6 @@ func (g *Game) Init() {
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}
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}
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g.ResetMap()
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g.ResetMap()
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ebiten.SetWindowSize(640, 480)
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}
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}
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func (g *Game) ResetMap() {
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func (g *Game) ResetMap() {
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@ -48,7 +49,11 @@ func (g *Game) ResetMap() {
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w, h := ebiten.WindowSize()
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w, h := ebiten.WindowSize()
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g.Map.Size(w/2/g.tileWidth, h/2/g.tileHeight)
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g.Map.Size(w/2/g.tileWidth, h/2/g.tileHeight)
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g.cTiles = [][2]int{{rand.Intn(g.Map.w), rand.Intn(g.Map.h)}}
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g.cTiles = nil
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t := rand.Intn(8)
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for i := 0; i < t; i++ {
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g.cTiles = append(g.cTiles, [2]int{rand.Intn(g.Map.w), rand.Intn(g.Map.h)})
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}
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}
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}
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func (g *Game) getRandomTile(s []string) string {
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func (g *Game) getRandomTile(s []string) string {
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@ -104,5 +109,5 @@ func (g *Game) Draw(screen *ebiten.Image) {
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// Layout does normal layout stuff.
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// Layout does normal layout stuff.
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func (g *Game) Layout(ow, oh int) (int, int) {
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func (g *Game) Layout(ow, oh int) (int, int) {
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return 320, 240
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return ow / 2, oh / 2
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}
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}
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