![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
5:34pm - I'm having an anxiety day today. Not sure why, just kinda happened that way. Everything has me paranoid and uncomfortable but I'm trying to make the best of the day as I can. I had to scrap my plans for today since I have trouble doing the neccesary steps on a good day, and I don't think I can do them today, and they can wait anyways.
My mind keeps going back to my work anyways, and I'm still trying to sort out in my head how to make the brains work for World of Thardomhainn. One I figured out the copy-injection thing I'm doing with the brains, that was a big step. However I'm still not sure how to make the brains work. Should the MobileController poll the brain for its action, and then execute it, or should it tell the brain to take the action, through public methods on the MobileController?
I'm not sure.
I think figuring out how to handle player input will inform this decision though so I want to do that first. For all the other actors/mobiles/etc in the scene it's just a matter of running a method call through the turn list, but when the player's turn comes up it has to wait for input, while continuing to do any animation I include.
Ah, I just went to ask about an overcomplicated method on the GameDev League Discord and figured out a simpler method. When it comes time for the player's turn, the turn just doesn't end until some turn over signal is sent, probably a function call on the turnlist I've already made for switching to the next turn.
That should work.
6:00pm - For now I need to rest a bit.
10:57pm - Well that bit turned into a long time. At least I figured out my problem. The brain should interact with the MobileController through public methods. The main reason being that the MobileController will have the other components linked from the start, while the brain would have to look them up.
My mind keeps going back to my work anyways, and I'm still trying to sort out in my head how to make the brains work for World of Thardomhainn. One I figured out the copy-injection thing I'm doing with the brains, that was a big step. However I'm still not sure how to make the brains work. Should the MobileController poll the brain for its action, and then execute it, or should it tell the brain to take the action, through public methods on the MobileController?
I'm not sure.
I think figuring out how to handle player input will inform this decision though so I want to do that first. For all the other actors/mobiles/etc in the scene it's just a matter of running a method call through the turn list, but when the player's turn comes up it has to wait for input, while continuing to do any animation I include.
Ah, I just went to ask about an overcomplicated method on the GameDev League Discord and figured out a simpler method. When it comes time for the player's turn, the turn just doesn't end until some turn over signal is sent, probably a function call on the turnlist I've already made for switching to the next turn.
That should work.
6:00pm - For now I need to rest a bit.
10:57pm - Well that bit turned into a long time. At least I figured out my problem. The brain should interact with the MobileController through public methods. The main reason being that the MobileController will have the other components linked from the start, while the brain would have to look them up.
no subject
Date: 2018-03-28 02:18 am (UTC)