#BEGIN_PROPERTIES# { "version": "1.2", "commandsIntroduced": [], "music": "Come and Find Me" } #END_PROPERTIES# /************* * ambush.js * ************* * * Oh. Oh, I see. This wasn't quite part of the plan. * * Looks like they won't let you take the Algorithm * without a fight. You'll need to carefully weave your * way through the guard drones. * * Well, time to improvise. Let's mess with their programming * a little, shall we? */ function startLevel(map) { #START_OF_START_LEVEL# function moveToward(obj, type) { var target = obj.findNearest(type); var leftDist = obj.getX() - target.x; var upDist = obj.getY() - target.y; var direction; if (upDist == 0 && leftDist == 0) { return; } if (upDist > 0 && upDist >= leftDist) { direction = 'up'; } else if (upDist < 0 && upDist < leftDist) { direction = 'down'; } else if (leftDist > 0 && leftDist >= upDist) { direction = 'left'; } else { direction = 'right'; } if (obj.canMove(direction)) { obj.move(direction); } } map.defineObject('attackDrone', { 'type': 'dynamic', 'symbol': 'd', 'color': 'red', 'onCollision': function (player) { player.killedBy('an attack drone'); }, 'behavior': function (me) { #BEGIN_EDITABLE# moveToward(me, 'player'); #END_EDITABLE# } }); map.defineObject('reinforcementDrone', { 'type': 'dynamic', 'symbol': 'd', 'color': 'yellow', 'onCollision': function (player) { player.killedBy('a reinforcement drone'); }, 'behavior': function (me) { #BEGIN_EDITABLE# me.move('left'); #END_EDITABLE# } }); map.defineObject('defenseDrone', { 'type': 'dynamic', 'symbol': 'd', 'color': 'green', 'onCollision': function (player) { player.killedBy('a defense drone'); }, 'behavior': function (me) { #BEGIN_EDITABLE# #END_EDITABLE# } }); // just for decoration map.defineObject('water', { 'symbol': '░', 'color': '#44f' }); map.placePlayer(0, 12); for (var x = 0; x < map.getWidth(); x++) { map.placeObject(x, 10, 'block'); map.placeObject(x, 14, 'block'); for (var y = 20; y < map.getHeight(); y++) { map.placeObject(x, y, 'water'); } } map.placeObject(23, 11, 'attackDrone'); map.placeObject(23, 12, 'attackDrone'); map.placeObject(23, 13, 'attackDrone'); map.placeObject(27, 11, 'defenseDrone'); map.placeObject(27, 12, 'defenseDrone'); map.placeObject(27, 13, 'defenseDrone'); map.placeObject(24, 11, 'reinforcementDrone'); map.placeObject(25, 11, 'reinforcementDrone'); map.placeObject(26, 11, 'reinforcementDrone'); map.placeObject(24, 13, 'reinforcementDrone'); map.placeObject(25, 13, 'reinforcementDrone'); map.placeObject(26, 13, 'reinforcementDrone'); map.placeObject(map.getWidth()-1, 12, 'exit'); #END_OF_START_LEVEL# } function validateLevel(map) { map.validateExactlyXManyObjects(1, 'exit'); }