Currently working on a "callback grid" that is basically a grid that overlays a tilemap. We check to see when sprites occupy and exit the grid and call functions that take the tileX and tileY location of that cell within the grid. Intended usage: A de-coupled system that can work with my lighting system to toggle on and off directional indicators around bombs in the game. Design complication: Should I keep track of which objects occupy certain grid space? Or should I simply know that the grid space is being occupied by something? Arguments: Occupied by something: 1. Easier to program. 2. More straight forward with intended use. Any NPC or player can trigger helper indicators. Occupied by specific object: 1. more complex 2. could use callbacks that take specific object as input. 3. How I would go about programming it is a bit more ambigious. What do I do when two objects occupy a cell, and the only ONE of them leaves that cell? Thought: I think I want to go with "Occupied by something" route. It works for what I need NOW not what I MIGHT need in the future. The design for it is more clear in my head (less abstract). Overall... Just seems like less of a headache to code. On another note: This game looks pretty cool. I should keep track of it. http://playstarbound.com/media/
Sunday, January 5, 2014
Callback Grid
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