method
Map.row
Map.row(y, cells)
Fills a single map row from a string, one character per cell — an easy, readable way to author a level directly in source. Character y selects the row (from the top, starting at 0), and each character of cells becomes the tile at that column. Call Map.size first, then one Map.row per row; the string length should match the map width. By convention '#' is a wall and '.' is open floor, but you may use any characters as your own tile codes and interpret them however you like with Map.tile.
Parameters
ythe row index to fill, from the top (0-based)cellsa string of tile characters, one per columnExample
program HandDrawnLevel {
const GRID_WIDTH: int = 10
const GRID_HEIGHT: int = 5
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
Map.row(y: 0, cells: "##########")
Map.row(y: 1, cells: "#........#")
Map.row(y: 2, cells: "#..####..#")
Map.row(y: 3, cells: "#........#")
Map.row(y: 4, cells: "##########")
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
if Map.tile(x: column, y: row) == '#' {
Screen.fill_rectangle(
x: column * TILE_SIZE,
y: row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.White)
}
}
}
Screen.show()
}
}