World!
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21
src/main/kotlin/group/ouroboros/potrogue/blocks/GameBlock.kt
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src/main/kotlin/group/ouroboros/potrogue/blocks/GameBlock.kt
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package group.ouroboros.potrogue.blocks
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import group.ouroboros.potrogue.builders.GameTileRepository.EMPTY
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import group.ouroboros.potrogue.builders.GameTileRepository.FLOOR
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import group.ouroboros.potrogue.builders.GameTileRepository.WALL
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import kotlinx.collections.immutable.persistentMapOf
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import org.hexworks.zircon.api.data.BlockTileType
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import org.hexworks.zircon.api.data.Tile
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import org.hexworks.zircon.api.data.base.BaseBlock
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class GameBlock (content: Tile = FLOOR) : BaseBlock<Tile>(
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emptyTile = EMPTY,
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tiles = persistentMapOf(BlockTileType.CONTENT to content)
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) {
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val isFloor: Boolean
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get() = content == FLOOR
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val isWall: Boolean
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get() = content == WALL
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}
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package group.ouroboros.potrogue.builders
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import group.ouroboros.potrogue.blocks.GameBlock
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object GameBlockFactory {
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fun floor() = GameBlock(GameTileRepository.FLOOR)
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fun wall() = GameBlock(GameTileRepository.WALL)
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}
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src/main/kotlin/group/ouroboros/potrogue/world/World.kt
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src/main/kotlin/group/ouroboros/potrogue/world/World.kt
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package group.ouroboros.potrogue.world
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import group.ouroboros.potrogue.blocks.GameBlock
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import org.hexworks.zircon.api.builder.game.GameAreaBuilder
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import org.hexworks.zircon.api.data.Position3D
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import org.hexworks.zircon.api.data.Size3D
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import org.hexworks.zircon.api.data.Tile
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import org.hexworks.zircon.api.game.GameArea
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class World (
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// A World object is about holding the world data in memory, but it is not about generating it, so we take the initial state of the world as a parameter.
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startingBlocks: Map<Position3D, GameBlock>,
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visibleSize: Size3D,
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actualSize: Size3D
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// We implement the GameArea which we’ll use with the GameComponent
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) : GameArea<Tile, GameBlock> by GameAreaBuilder.newBuilder<Tile, GameBlock>()
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// We set its visibleSize. This is the size of the area which will be visible on our screen
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.withVisibleSize(visibleSize)
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// We set the actualSize. This is the size of the whole world which can be multiple times bigger than the visible part. GameArea supports scrolling so we’ll be able to scroll through our caves soon
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.withActualSize(actualSize)
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.build() {
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init {
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startingBlocks.forEach { (pos, block) ->
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// a World takes a Map of GameBlocks, so we need to add them to the GameArea. Where these blocks come from? We’ll see soon enough wen we implement the WorldBuilder!
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setBlockAt(pos, block)
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}
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}
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}
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