Re: [DM-dev] design decision question:
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From: Henningsen <al...@gl...> - 2001-04-26 12:57:19
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>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 |