From: Erik V. <eri...@hc...> - 2008-11-02 18:52:24
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Allow me late reaction to a subject discussed a while ago: 9. Erik mentioned the need for a hex name "A1, B2, etc". If you launch my current product, and then let you mouse hover over a hex, a tool tip shows you the cell name. It is not defined in the XML files, other than the rowStart and colStart values on the first line of the Map.xml files. Every map cell name is deduced from that and the order the cells are shown in the file. It may be counting down, or counting up. But it does work on five maps I have coded up so far. Now, if some games (like 1851 with Cincinatti) have some awkward nameing sequences that may require a change, or at least an option to include them with the map cells definitions. The point is, that hex names are used a lot in configuring games, for instance to indicate hexes where certain private special properties can be exercised. Your way, that would require to first build and display the map with all preprinted tiles before the actual hex names can be found by hovering the mouse (or by looking at the printed board, hoping that the two will match). I would still prefer to find the hex names in Map.xml. A side note is, that I don't very much like and would personally prefer to leave out those nonfunctional water and land "hexes" (which aren't). Not sure what others think about this. My hope is, that someday, someone will build real maps, that can be used as a background on top of which the real (preprinted and laid) tiles are displayed. But perhaps that hope is idle... Erik. |