Re: [DM-dev] rotation/orientation: found the solution
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From: Henningsen <al...@gl...> - 2001-05-14 12:37:39
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>Okay, I've finally thought of the solution to the rotation/orientation >problem, at that is to simply remove orientation.... > I'm going to abstract Wall and Door into BlockElement (or >something like that) subclasses. BlockElements look like: > >BlockElement( int x, int y, int w, int h, int square_type ) Ahh, that's inspired... very cool >Hell, a Room is just a BlockElement, isn't it, with Walls overlaid? Right now, the insides of rooms arenothing special, just open space. If you use large doors, Crawlers can (and will often) actually go inside rooms and build walls there if there's enough room. This can be avoided if desired by making the door space into "must remain open" squares. >Rotation, I've decided, I will handle at the render level - render it all, >then rotate that rendered object. Much simpler to deal with, and 100% >effective for dungeonmaker purposes. I thought you wanted rotation of dungeon elements for interactive design. Once a design is set, i don't see where we would need to rotate anything. >I'm officially back on the PC starting tomorrow (tonight I'm just on to send >a couple mails), so I should be able to code that by Tuesday night. As they say here in the Maritimes (by way of parting salute): "Don't work too hard". >Another to-do of mine is to add command-line-style args parsing support to >PropertyList. This will allow SIMPLE grabbing of command line options to >libDM clients, like this: Hmm, yeah, I don't see the usefulness of that, but if you do... just remember not to add any functionality that you have no use for yourself;-) C'ya, Peter |