本文整理匯總了Golang中github.com/MobRulesGames/haunts/base.Error函數的典型用法代碼示例。如果您正苦於以下問題:Golang Error函數的具體用法?Golang Error怎麽用?Golang Error使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了Error函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: measureCost
func (exec *moveExec) measureCost(ent *game.Entity, g *game.Game) int {
if len(exec.Path) == 0 {
base.Error().Printf("Zero length path")
return -1
}
if g.ToVertex(ent.Pos()) != exec.Path[0] {
base.Error().Printf("Path doesn't begin at ent's position, %d != %d", g.ToVertex(ent.Pos()), exec.Path[0])
return -1
}
graph := g.Graph(ent.Side(), true, nil)
v := g.ToVertex(ent.Pos())
cost := 0
for _, step := range exec.Path[1:] {
dsts, costs := graph.Adjacent(v)
ok := false
prev := v
base.Log().Printf("Adj(%d):", v)
for j := range dsts {
base.Log().Printf("Node %d", dsts[j])
if dsts[j] == step {
cost += int(costs[j])
v = dsts[j]
ok = true
break
}
}
base.Log().Printf("%d -> %d: %t", prev, v, ok)
if !ok {
return -1
}
}
return cost
}
示例2: InsertVersusMenu
func InsertVersusMenu(ui gui.WidgetParent, replace func(gui.WidgetParent) error) error {
// return doChooserMenu(ui, makeChooseVersusMetaMenu, replace, inserter(insertGoalMenu))
chooser, done, err := makeChooseVersusMetaMenu()
if err != nil {
return err
}
ui.AddChild(chooser)
go func() {
m := <-done
ui.RemoveChild(chooser)
if m != nil && len(m) == 1 {
base.Log().Printf("Chose: %v", m)
switch m[0] {
case "Select House":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "select"}, ""))
case "Random House":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "random"}, ""))
case "Continue":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "continue"}, ""))
default:
base.Error().Printf("Unknown meta choice '%s'", m[0])
return
}
} else {
err := replace(ui)
if err != nil {
base.Error().Printf("Error replacing menu: %v", err)
}
}
}()
return nil
}
示例3: Maintain
func (a *AoeAttack) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus {
if ae != nil {
a.exec = ae.(*aoeExec)
a.targets = a.getTargetsAt(g, a.exec.X, a.exec.Y)
if a.Current_ammo > 0 {
a.Current_ammo--
}
a.ent = g.EntityById(ae.EntityId())
if !a.ent.HasLos(a.exec.X, a.exec.Y, 1, 1) {
base.Error().Printf("Entity %d tried to target position (%d, %d) with an aoe but doesn't have los to it: %v", a.ent.Id, a.exec.X, a.exec.Y, a.exec)
return game.Complete
}
if a.Ap > a.ent.Stats.ApCur() {
base.Error().Printf("Got an aoe attack that required more ap than available: %v", a.exec)
return game.Complete
}
a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified)
// Track this information for the ais - the attacking ent will only
// remember one ent that it hit, but that's ok
for _, target := range a.targets {
if target.Side() != a.ent.Side() {
target.Info.LastEntThatAttackedMe = a.ent.Id
a.ent.Info.LastEntThatIAttacked = target.Id
}
}
}
if a.ent.Sprite().State() != "ready" {
return game.InProgress
}
for _, target := range a.targets {
if target.Stats.HpCur() > 0 && target.Sprite().State() != "ready" {
return game.InProgress
}
}
a.ent.TurnToFace(a.exec.X, a.exec.Y)
for _, target := range a.targets {
target.TurnToFace(a.ent.Pos())
}
a.ent.Sprite().Command(a.Animation)
for _, target := range a.targets {
if g.DoAttack(a.ent, target, a.Strength, a.Kind) {
for _, name := range a.Conditions {
target.Stats.ApplyCondition(status.MakeCondition(name))
}
target.Stats.ApplyDamage(0, -a.Damage, a.Kind)
if target.Stats.HpCur() <= 0 {
target.Sprite().CommandN([]string{"defend", "killed"})
} else {
target.Sprite().CommandN([]string{"defend", "damaged"})
}
} else {
target.Sprite().CommandN([]string{"defend", "undamaged"})
}
}
return game.Complete
}
示例4: Maintain
func (a *BasicAttack) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus {
if ae != nil {
a.exec = ae.(*basicAttackExec)
a.ent = g.EntityById(ae.EntityId())
a.target = a.ent.Game().EntityById(a.exec.Target)
// Track this information for the ais
if a.ent.Side() != a.target.Side() {
a.ent.Info.LastEntThatIAttacked = a.target.Id
a.target.Info.LastEntThatAttackedMe = a.ent.Id
}
if a.Ap > a.ent.Stats.ApCur() {
base.Error().Printf("Got a basic attack that required more ap than available: %v", a.exec)
base.Error().Printf("Ent: %s, Ap: %d", a.ent.Name, a.ent.Stats.ApCur())
return game.Complete
}
if !a.validTarget(a.ent, a.target) {
base.Error().Printf("Got a basic attack that was invalid for some reason: %v", a.exec)
return game.Complete
}
}
if a.ent.Sprite().State() == "ready" && a.target.Sprite().State() == "ready" {
a.target.TurnToFace(a.ent.Pos())
a.ent.TurnToFace(a.target.Pos())
if a.Current_ammo > 0 {
a.Current_ammo--
}
a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified)
var defender_cmds []string
if g.DoAttack(a.ent, a.target, a.Strength, a.Kind) {
for _, name := range a.Conditions {
a.target.Stats.ApplyCondition(status.MakeCondition(name))
}
a.target.Stats.ApplyDamage(0, -a.Damage, a.Kind)
if a.target.Stats.HpCur() <= 0 {
defender_cmds = []string{"defend", "killed"}
} else {
defender_cmds = []string{"defend", "damaged"}
}
results[a.exec.id] = BasicAttackResult{Hit: true}
} else {
defender_cmds = []string{"defend", "undamaged"}
results[a.exec.id] = BasicAttackResult{Hit: false}
}
sprites := []*sprite.Sprite{a.ent.Sprite(), a.target.Sprite()}
sprite.CommandSync(sprites, [][]string{[]string{a.Animation}, defender_cmds}, "hit")
return game.Complete
}
return game.InProgress
}
示例5: Draw
func (mdb *MediumDialogBox) Draw(region gui.Region) {
mdb.region = region
if mdb.done {
return
}
gl.Enable(gl.TEXTURE_2D)
gl.Color4ub(255, 255, 255, 255)
mdb.layout.Background.Data().RenderNatural(region.X, region.Y)
for _, button := range mdb.buttons {
button.RenderAt(region.X, region.Y)
}
for i := range mdb.format.Sections {
section := mdb.format.Sections[i]
data := mdb.data.Pages[mdb.data.cur_page].Sections[i]
p := section.Paragraph
d := base.GetDictionary(p.Size)
var just gui.Justification
switch p.Halign {
case "left":
just = gui.Left
case "right":
just = gui.Right
case "center":
just = gui.Center
default:
base.Error().Printf("Unknown justification '%s'", p.Halign)
p.Halign = "left"
}
var valign gui.Justification
switch p.Valign {
case "top":
valign = gui.Top
case "bottom":
valign = gui.Bottom
case "center":
valign = gui.Center
default:
base.Error().Printf("Unknown justification '%s'", p.Valign)
p.Valign = "top"
}
gl.Color4ub(255, 255, 255, 255)
d.RenderParagraph(data.Text, float64(p.X+region.X), float64(p.Y+region.Y)-d.MaxHeight()/2, 0, float64(p.Dx), d.MaxHeight(), just, valign)
gl.Color4ub(255, 255, 255, byte(data.shading*255))
tex := data.Image.Data()
tex.RenderNatural(region.X+section.X-tex.Dx()/2, region.Y+section.Y-tex.Dy()/2)
}
}
示例6: Maintain
func (a *SummonAction) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus {
if ae != nil {
exec := ae.(*summonExec)
ent := g.EntityById(exec.Ent)
if ent == nil {
base.Error().Printf("Got a summon action without a valid entity.")
return game.Complete
}
a.ent = ent
_, a.cx, a.cy = a.ent.Game().FromVertex(exec.Pos)
a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified)
a.spawn = game.MakeEntity(a.Ent_name, a.ent.Game())
if a.Current_ammo > 0 {
a.Current_ammo--
}
}
if a.ent.Sprite().State() == "ready" {
a.ent.TurnToFace(a.cx, a.cy)
a.ent.Sprite().Command(a.Animation)
a.spawn.Stats.OnBegin()
a.ent.Game().SpawnEntity(a.spawn, a.cx, a.cy)
return game.Complete
}
return game.InProgress
}
示例7: PopSpawnRegexp
func PopSpawnRegexp() {
if len(spawn_regex) == 0 {
base.Error().Printf("Tried to pop an empty stack.")
return
}
spawn_regex = spawn_regex[0 : len(spawn_regex)-1]
}
示例8: LuaPushSmartFunctionTable
func LuaPushSmartFunctionTable(L *lua.State, ft FunctionTable) {
// Copy it just in case - I can't imagine someone changing it after passing
// it to this function, but I don't want to take any chances.
myft := make(FunctionTable)
for n, f := range ft {
myft[n] = f
}
names := make([]string, len(myft))[0:0]
for name := range myft {
names = append(names, name)
}
sort.Strings(names)
valid_selectors := "["
for i, name := range names {
if i > 0 {
valid_selectors += ", "
}
valid_selectors += fmt.Sprintf("'%s'", name)
}
valid_selectors += "]."
L.NewTable()
L.PushString("__index")
L.PushGoFunction(func(L *lua.State) int {
name := L.ToString(-1)
if f, ok := myft[name]; ok {
f()
} else {
base.Error().Printf("'%s' is not a valid selector, valid seletors are %s", name, valid_selectors)
L.PushNil()
}
return 1
})
L.SetTable(-3)
}
示例9: MakeAction
func MakeAction(name string) Action {
f, ok := action_map[name]
if !ok {
base.Error().Printf("Unable to find an Action named '%s'", name)
}
return f()
}
示例10: makeAi
func makeAi(path string, g *game.Game, ent *game.Entity, dst_iface *game.Ai, kind game.AiKind) {
ai_struct := new(Ai)
ai_struct.path = path
var err error
ai_struct.watcher, err = fsnotify.NewWatcher()
if err != nil {
base.Warn().Printf("Unable to create a filewatcher - '%s' will not reload ai files dynamically: %v", path, err)
ai_struct.watcher = nil
}
ai_struct.ent = ent
ai_struct.game = g
ai_struct.active_set = make(chan bool)
ai_struct.active_query = make(chan bool)
ai_struct.exec_query = make(chan struct{})
ai_struct.pause = make(chan struct{})
ai_struct.terminate = make(chan struct{})
ai_struct.execs = make(chan game.ActionExec)
ai_struct.kind = kind
err = ai_struct.setupLuaState()
if err != nil {
base.Error().Printf("Unable to make ai: %v", err)
if ai_struct.watcher != nil {
ai_struct.watcher.Close()
}
dst_iface = nil
return
}
go ai_struct.masterRoutine()
*dst_iface = ai_struct
}
示例11: InsertStartMenu
func InsertStartMenu(ui gui.WidgetParent) error {
var sm StartMenu
datadir := base.GetDataDir()
err := base.LoadAndProcessObject(filepath.Join(datadir, "ui", "start", "layout.json"), "json", &sm.layout)
if err != nil {
return err
}
sm.buttons = []ButtonLike{
&sm.layout.Menu.Credits,
&sm.layout.Menu.Versus,
&sm.layout.Menu.Online,
&sm.layout.Menu.Settings,
}
sm.layout.Menu.Credits.f = func(interface{}) {
ui.RemoveChild(&sm)
err := InsertCreditsMenu(ui)
if err != nil {
base.Error().Printf("Unable to make Credits Menu: %v", err)
return
}
}
sm.layout.Menu.Versus.f = func(interface{}) {
ui.RemoveChild(&sm)
err := InsertMapChooser(
ui,
func(name string) {
ui.AddChild(MakeGamePanel(name, nil, nil, ""))
},
InsertStartMenu,
)
if err != nil {
base.Error().Printf("Unable to make Map Chooser: %v", err)
return
}
}
sm.layout.Menu.Settings.f = func(interface{}) {}
sm.layout.Menu.Online.f = func(interface{}) {
ui.RemoveChild(&sm)
err := InsertOnlineMenu(ui)
if err != nil {
base.Error().Printf("Unable to make Online Menu: %v", err)
return
}
}
ui.AddChild(&sm)
return nil
}
示例12: MakeCondition
func MakeCondition(name string) Condition {
maker, ok := condition_makers[name]
if !ok {
base.Error().Printf("Unable to find a Condition named '%s'", name)
return condition_makers["Error"]()
}
return maker()
}
示例13: Dims
func (ei *entityDef) Dims() (int, int) {
if ei.Dx <= 0 || ei.Dy <= 0 {
base.Error().Printf("Entity '%s' didn't have its Dims set properly", ei.Name)
ei.Dx = 1
ei.Dy = 1
}
return ei.Dx, ei.Dy
}
示例14: encodeActionExec
func encodeActionExec(ae ActionExec) []byte {
b := bytes.NewBuffer(nil)
enc := gob.NewEncoder(b)
err := enc.Encode(ae)
if err != nil {
base.Error().Printf("Failed to gob an ActionExec: %v", err)
return nil
}
return b.Bytes()
}
示例15: decodeActionExec
func decodeActionExec(b []byte) ActionExec {
var ae ActionExec
dec := gob.NewDecoder(bytes.NewReader(b))
err := dec.Decode(&ae)
if err != nil {
base.Error().Printf("Failed to ungob an ActionExec: %v", err)
return nil
}
return ae
}