3:19pm - Geez it's a good thing I got a big meal at McDonald's today for Free Fries day. My computator had to update and it took just a little bit longer than my whole meal.
3:32pm - Ahh geez, and it disabled my touchpad disabler and I had to restart my machine again. And I had just gotten all my tools open. Sheesh.
Anyways today I'm going to make the InputController for my Roguelike Game. It's going to sit on another GameObject in the world, and pass commands to either the WorldController or the MenuController. Since I don't have a MenuController yet, it'll start with just the WorldController.
Unity has a pretty straightforward input interface already, but that just takes in key presses. It's up to the programmer to interpret them in their code.
4:24pm - Okay I've got the basic inputs set up, now I need to send the commands to the WorldController.
4:40pm - I'm having a bit of trouble figuring out what to do. At first I was thinking I'd have a delegate on the InputController call a function either on the WorldController or the MenuController, but I'm having some trouble setting it up.
Then it occured to me I could reverse the flow and it would still work, having the WorldController and MenuController link themselves up to a method on the InputController. Probably one method each, so they don't get inputs meant for the other.
So, the InputController would operate either of its methods depending on what was in focus, and the other Controllers would decide what to do with those commands. That sounds sensible.
5:27pm - Okay I's say I've got the InputController 'Created' as per the task I set myself. Now I need to add the code to the actors to make them actually move.
5:50pm - Okay I've got my next tasks put into the HackNPlan. But I've already been working for over two hours, and that's not even counting the time I was eating and updating my laptop OS. So, I'm going to take a break, and we'll see if I get back to work after that or not.
7:15pm - I think that was my longest run of Caves of Qud so far. I almost made it back to Joppa with a critter corpse from Red Rock and I was level 6. Alas.
7:20pm - So I started diving into coding the movement code for the actor and I was putting it in the World class but that was a mistake. An Actor should try to move itself, based on the movement commands given to it.
So let's see... I should put a 'Move' method in the Actor object, which takes a direction, and the Actor tries to move in that direction. It'll check if there's anything already there first, to see if it's blocked. Then it'll either move or fail to move.
I think I might want to implement a more robust event system for this game than the direct linking I'm using now, though.
I think I'm going to go home for now and give it some thought. My butt feels weird from sitting so long and if I'm going to get up and stretch I want to get up and go.
So, that's it for now. Thanks for listening!
3:32pm - Ahh geez, and it disabled my touchpad disabler and I had to restart my machine again. And I had just gotten all my tools open. Sheesh.
Anyways today I'm going to make the InputController for my Roguelike Game. It's going to sit on another GameObject in the world, and pass commands to either the WorldController or the MenuController. Since I don't have a MenuController yet, it'll start with just the WorldController.
Unity has a pretty straightforward input interface already, but that just takes in key presses. It's up to the programmer to interpret them in their code.
4:24pm - Okay I've got the basic inputs set up, now I need to send the commands to the WorldController.
4:40pm - I'm having a bit of trouble figuring out what to do. At first I was thinking I'd have a delegate on the InputController call a function either on the WorldController or the MenuController, but I'm having some trouble setting it up.
Then it occured to me I could reverse the flow and it would still work, having the WorldController and MenuController link themselves up to a method on the InputController. Probably one method each, so they don't get inputs meant for the other.
So, the InputController would operate either of its methods depending on what was in focus, and the other Controllers would decide what to do with those commands. That sounds sensible.
5:27pm - Okay I's say I've got the InputController 'Created' as per the task I set myself. Now I need to add the code to the actors to make them actually move.
5:50pm - Okay I've got my next tasks put into the HackNPlan. But I've already been working for over two hours, and that's not even counting the time I was eating and updating my laptop OS. So, I'm going to take a break, and we'll see if I get back to work after that or not.
7:15pm - I think that was my longest run of Caves of Qud so far. I almost made it back to Joppa with a critter corpse from Red Rock and I was level 6. Alas.
7:20pm - So I started diving into coding the movement code for the actor and I was putting it in the World class but that was a mistake. An Actor should try to move itself, based on the movement commands given to it.
So let's see... I should put a 'Move' method in the Actor object, which takes a direction, and the Actor tries to move in that direction. It'll check if there's anything already there first, to see if it's blocked. Then it'll either move or fail to move.
I think I might want to implement a more robust event system for this game than the direct linking I'm using now, though.
I think I'm going to go home for now and give it some thought. My butt feels weird from sitting so long and if I'm going to get up and stretch I want to get up and go.
So, that's it for now. Thanks for listening!