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12:30am - The mental illness has been riding me hard the last few days. I'm not sure what to do with myself.
I've had a lot of time to try and rest and relax, but I haven't really wanted to do anything. I sort-of want to work on my project, but I've been too out of it most of the day, and now the call is on. I figured I'd try it anyways but time has been slipping by too quickly. It's already...
12:44am - Anyways my next task in the TODO list is to make the Use component, for later. I think I'll lower it on the TODO list because later is too far away; I have nothing to 'use' right now.
The next one is Make a Zombie Enemy. But I think something is missing. I've pulled the GUI off the player and made it follow the active player, but it doesn't do anything anymore.
The problem I've got is, if there's more than one player character, does it show the character it's highlighting? Or is there a 'main' player that it always shows the stats of?
I'm not sure. Maybe I shouldn't even have the stats of the characters taking up a big window of the interface like it does.
Maybe I should do some research.
1:20am - I did some research. Similar games have transparent backgrounds rather than solid windows and lower impact GUIs. I think I'll completely re-do the GUI later. For now I just want to get the text log working again.
1:31am - The more I think about it the more I think I'd have to do all the work again when I redo the GUI anyways.
I could use the print function to output to the console log instead, but then it would also make more work, because I would have to replace the code later that put the text in the log into the other log.
I think it would be better for me to just redo the GUI now. But for that I need to solidify the design, and I'm feeling REALLY off right now, so I'm going to take a break.
2:54am - So I've been trying to think of ways to connect the Log in the GUI to the actual signals. If I have each Actor output a different signal for every action, that would be a heck of a lot of hookups for every Actor that I generate. Alternatively I could use one signal for all the actions an Actor can perform, but give it a note or something saying which one it was along with the other variables. But I'd still have to hook up every actor.
One thing I'm considering is putting the notifications for the GUI Log in the Action Pumps instead. Since the two action pumps are in the Level class, all the GUI has to do is watch for signals from Level. The tricky thing though is that Level only works with the Action parent class. The subclasses are different and they have the information.
Maybe I could put the signals in the Actions themselves? But that would only make it more confusing, if every action had to be linked to the GUI.
I could have the Actions return something to put on the log when their execute() method is run, and the Level class could put that into a signal that the GUI, or anything else, could read. I think that would work. The returned value can be ignored, also, in case the Level and Actions are too tightly coupled.
Hmm... but the Actions don't know much about the actions they do, they only tell the Actors to do them, and carry the info of the targets.
So again I have to go back to the Actor class putting out the notes when its functions are executed. But at least I think using a LogNote class would be easier than having a unique signal for every action method.
Alright. I'll modify the Actor class to emit a signal with a LogNote, and make a LogNote class itself.
4:11am - It took a while due to some strange behavior but I've got the log filling up again.
Next up I make a Zombie, along with all its parts, and make it approach and attack the player.
For now though, I need another break, and maybe a sleep.
I've had a lot of time to try and rest and relax, but I haven't really wanted to do anything. I sort-of want to work on my project, but I've been too out of it most of the day, and now the call is on. I figured I'd try it anyways but time has been slipping by too quickly. It's already...
12:44am - Anyways my next task in the TODO list is to make the Use component, for later. I think I'll lower it on the TODO list because later is too far away; I have nothing to 'use' right now.
The next one is Make a Zombie Enemy. But I think something is missing. I've pulled the GUI off the player and made it follow the active player, but it doesn't do anything anymore.
The problem I've got is, if there's more than one player character, does it show the character it's highlighting? Or is there a 'main' player that it always shows the stats of?
I'm not sure. Maybe I shouldn't even have the stats of the characters taking up a big window of the interface like it does.
Maybe I should do some research.
1:20am - I did some research. Similar games have transparent backgrounds rather than solid windows and lower impact GUIs. I think I'll completely re-do the GUI later. For now I just want to get the text log working again.
1:31am - The more I think about it the more I think I'd have to do all the work again when I redo the GUI anyways.
I could use the print function to output to the console log instead, but then it would also make more work, because I would have to replace the code later that put the text in the log into the other log.
I think it would be better for me to just redo the GUI now. But for that I need to solidify the design, and I'm feeling REALLY off right now, so I'm going to take a break.
2:54am - So I've been trying to think of ways to connect the Log in the GUI to the actual signals. If I have each Actor output a different signal for every action, that would be a heck of a lot of hookups for every Actor that I generate. Alternatively I could use one signal for all the actions an Actor can perform, but give it a note or something saying which one it was along with the other variables. But I'd still have to hook up every actor.
One thing I'm considering is putting the notifications for the GUI Log in the Action Pumps instead. Since the two action pumps are in the Level class, all the GUI has to do is watch for signals from Level. The tricky thing though is that Level only works with the Action parent class. The subclasses are different and they have the information.
Maybe I could put the signals in the Actions themselves? But that would only make it more confusing, if every action had to be linked to the GUI.
I could have the Actions return something to put on the log when their execute() method is run, and the Level class could put that into a signal that the GUI, or anything else, could read. I think that would work. The returned value can be ignored, also, in case the Level and Actions are too tightly coupled.
Hmm... but the Actions don't know much about the actions they do, they only tell the Actors to do them, and carry the info of the targets.
So again I have to go back to the Actor class putting out the notes when its functions are executed. But at least I think using a LogNote class would be easier than having a unique signal for every action method.
Alright. I'll modify the Actor class to emit a signal with a LogNote, and make a LogNote class itself.
4:11am - It took a while due to some strange behavior but I've got the log filling up again.
Next up I make a Zombie, along with all its parts, and make it approach and attack the player.
For now though, I need another break, and maybe a sleep.