The Game Board
General Layout
The map is a continuous cartesian grid with nine subplots separated by a small open margin. In each subplot except the middle a randomly chosen predefined structure of walls and doors will spawn. Navigating these structures is a task left to the player. Note that the (X,Y) representation of the map follows “display” logic, where an increase in X represents a movement towards the Right but an increase in Y represents a downward movement. Also note the “backwards” degree rotation where an increase in degrees moves counter-clockwise (see movement controller). The corridors between structures are 20 units wide while structures are 140 x 140 plots seperated by the corridors.
Item loot generation
Loot will be spawned at the start of the game and in three waves after the game starts. This loot spawns with the following probabilities.
Object |
Spawn Chance |
---|---|
Money |
60% |
Upgrade |
20% |
Gun |
20% |
This loot will spawn randomly into unoccupied locations within the death circle.
The Partition Grid is a data structure built to help players efficiently find objects within the game map near the player.
Name |
Type |
Description |
---|---|---|
width |
int |
The width of the game board |
height |
int |
The height of the game board |
partition_grid |
PartitionGrid |
The partition grid object for the entire game |
ray_list |
list of rays |
Used in controller logic, not for you! |
center |
(int,int) tuple |
The (x, y) center of the game board |
cirlce_radius |
number |
The current radius of the safe zone |