>I started on the Walls last night and came up with the following
>parameters for each wall: x, y, length and orientation (horiz or
>vertical). This keeps the user (and us) from having to check for
>(x1==x2 || y1==y2, i.e., for enforcing non-diagonal walls), and
>simplifies the API further.
>
>The question, though, is about the x/y: should they be relative to the
>dungeon or to the containing room? It could be done either way.
>Room-relative _seems_ to make more sense to me, but I'm not sure if
>that's the best approach for this project.
In the DungeonMaker we should have a flat hierarchy, with just the Map
coordinates used for everything. In the DungeonDesigner you can use nested
hierarchies and build veritable palaces from walls if you want. I'm sorry i
didn't write earlier, but if (as i hope you do) you go with my "no rooms in
the DungeonMaker"-policy, this becomes all very simple. And simple is the
way we want it. Otherwise i might never understand your code, and then what?
>If you'll tell me that the crawlers simply analyze the grid after the
>rooms have been rendered to it, I'll continue with this more
>heirarchical approach.
The crawlers do not interact with rooms objects in any way, they just "see"
with GetMap(i , j). But put all that complex stuff in the DungeonDesigner.
Please?
Peter
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