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Engineering LibreTexts

10.7: The “Levels” Data Structure

  • Page ID
    14668
  • \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)\(\newcommand{\AA}{\unicode[.8,0]{x212B}}\)

    The level object contains a game state object (which will be the state used when the level first starts), a map object, and a few other values. The level object itself is a dictionary with the following keys:

    • The value at the key 'width' is an integer of how many tiles wide the entire map is.
    • The value at the key 'height' is an integer of how many tiles tall the entire map is.
    • The value at the key 'mapObj' is the map object for this level.
    • The value at the key 'goals' is a list of two-integer tuples with the XY coordinates of each goal space on the map.
    • The value at the key 'startState' is a game state object used to show the starting position of the stars and player at the start of the level.

    10.7: The “Levels” Data Structure is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by LibreTexts.

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