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