9:16pm - Good news, everyone! I think that work I did this morning scratched the platformer itch I had, and now I can get back to work on my other projects.
Oddly I wanted to work even though it's really late tonight. I normally would be finishing up around now to prepare for my nightly call with the guys, but they'll have to wait for me tonight.
*Opens up HackNPlan* Geez. My current "Sprint" is unsurprisingly fifteen days overdue. It's been a while since I've worked on my Roguelike Project. XD
Anywhizzle, the last thing I was working on was getting the Actors to move in the world.
9:58pm - Alright I'm pretty sure I've got the code right for moving the actors in the model. But I can't really test it in its current state, so that's kind of frustrating.
10:45pm - Okay things were going alright for a while, but I've hit upon a stumbling block. I'm writing the movement code to move from one tile to the tile above it. In order to do that, I need to get the GameObject of the tile north of the tile that the actor is currently in. The problem is that the gameobjects are contained in a Dictionary as an unordered list referenceable by the Tile in the World model.
I think I have a way to get around this though. Writing it down brought some ideas to mind. I should be able to make a second list of references to the tiles, in positional relationships. That seems to me to be the most reasonable option of the three I came up with.
The second way would be to use the text names of the game objects to determine their positions, but that level and amount of text processing seems like a bad idea.
The third way would be to give each tile eight links to their neighbors.
I think a multidimensional array stuffed with references to the tiles is the best option.
That said I'm getting a bit worn out. I've been out here for around two hours and I'd still like to participate in the call tonight, so I think I'm going to head home now and try to implement that array next time.
Oddly I wanted to work even though it's really late tonight. I normally would be finishing up around now to prepare for my nightly call with the guys, but they'll have to wait for me tonight.
*Opens up HackNPlan* Geez. My current "Sprint" is unsurprisingly fifteen days overdue. It's been a while since I've worked on my Roguelike Project. XD
Anywhizzle, the last thing I was working on was getting the Actors to move in the world.
9:58pm - Alright I'm pretty sure I've got the code right for moving the actors in the model. But I can't really test it in its current state, so that's kind of frustrating.
10:45pm - Okay things were going alright for a while, but I've hit upon a stumbling block. I'm writing the movement code to move from one tile to the tile above it. In order to do that, I need to get the GameObject of the tile north of the tile that the actor is currently in. The problem is that the gameobjects are contained in a Dictionary as an unordered list referenceable by the Tile in the World model.
I think I have a way to get around this though. Writing it down brought some ideas to mind. I should be able to make a second list of references to the tiles, in positional relationships. That seems to me to be the most reasonable option of the three I came up with.
The second way would be to use the text names of the game objects to determine their positions, but that level and amount of text processing seems like a bad idea.
The third way would be to give each tile eight links to their neighbors.
I think a multidimensional array stuffed with references to the tiles is the best option.
That said I'm getting a bit worn out. I've been out here for around two hours and I'd still like to participate in the call tonight, so I think I'm going to head home now and try to implement that array next time.