Work Post

Jul. 7th, 2021 01:56 am
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
1:56am - Well it's late and I have work tomorrow but I'm not sleepy in the slightest so I might as well squeeze in a bit more work.

Last time, I made the PlayerAICore. I could make a BasicMonsterAICore now, but I think I'll skip that for now. I have a lot of other modifications on the TODO list for my GreenEnemy already, and I shouldn't need monsters in the world to test the basic movement of the player I'm implementing.

So! Let's remove the monsters for now...

There's been a longstanding error warning since I took the actor_list out of Level and put it into GameMap, so I should fix that. It's in the restart algorithm, and it should be moved to GameMap, for when the GameMap is restarted.

2:19am - I just eliminated more than half the code in the Level.gd class. The _input() function is gone, the input moved to the player actors for now. Later I'll have to include some for handling the GUI, but it's good for now.

GameMap is fricking huge now though. LOL I moved so much of the code from Level to GameMap and ended up with a longer GameMap class. Well, it works. The Level class just holds the Turn pump and restart method now, and I'm planning to add the Action pump next while refactoring the old Turn pump.

I think once I get the turn pump and action pump working, I should be able to test the game again. I wonder if it'll work after this overhaul?

2:26am - I've run into a snag. The Turn Pump was using the on_turn() method of the Actor to reduce the action_points directly. Now I want it to do a think() first, and reduce action_points based on doing Actions. Is there anything for on_turn() to do anymore?

Well, it'll be where the think() comes in, since an Actor begins its turn by thinking, but then what? It's not going to return action_points spent anymore, now it's just passing the Action Array from the AICore down to the Level. Why not go straight to the source? Hmm... I get the feeling this extra level of seperation will be important later, but I can't put my finger on why. So I'll leave it for now.



3:22am - I've finished it up and corrected lots of little errors and changed lots and lots of things and it should work now but there's a very strange problem. It's unable to load one of my scripts, and I can't figure out why...

It's very puzzling. The error says that I should make sure resources have been imported by opening the project in the editor at least once, and I have done that a few times. Sometimes reloading the editor fixes bugs like that. But it's persisting...

I'll try asking on the Godot Discord.

3:30am - Ahh, while I was typing it into the Godot Discord to ask, I realized that it was searching for it in the wrong place, and so I started opening every class to see what looked for it there, and I solved that problem.

Now there's no errors, but it doesn't work. Seems to be stuck in an infinite loop...

4:20am - Had to do a bunch of remodeling of the Turn and Action pumps. It looks like I really do need to seperate out the player controlled characters, since otherwise they'd be blocking, and if they weren't, then only one actor would run per frame.

4:55am - I've stayed up way way way too late but I did it. I can move around the player on the map again. There's some unexpected behavior where the player can move diagonally without holding a modifier key, but I should be able to fix that next time.

Then I'll overhaul the enemies, and add them back in, and I'll be back to where I started, but with a better foundation. <3

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