From: Erik V. <eri...@hc...> - 2005-09-23 21:19:21
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> Ok... with the latest batch of commits... here's a rough > overview of the map's status: > > Things that work: > > 1. 1830 map lays out completely correctly. > 2. Clicking a hex rotates it... sorta. There's an array > count bug here so the first click doesn't hit the next array > value, but the beginning of the array. Nevertheless this is quite an achievement! > Things that need fixing: > > 1. The rotation values are HIGHLY scale-dependant. There's > still quite a bit of work left to do here. > 2. We need a few more hex images to represent these things: > all water, coastline with some water, rivers. The 1870 map > just doesn't look quite right otherwise. ;-) We could create full water hexes to spice things up a bit. But to create nice coastlines I think we should follow my earlier suggestion to create a single image that represents the whole map with all details, including the preprinted tiles. We would still have the preprinted tiles as separate objects (the current situation), but not display them on top of the map. These objects would then only exist to define the possible upgrades. > 3. Hex orientation needs to be added to all other game's map.xml I'll do that first thing now. > Things not yet implemented: > > 1. Building lists of tiles: allYellow, allGreen, allBrown, > validUpgradesFrom(tileNumber), validUpgradesTo(tileNumber) Not sure if we need "all" arrays per colour. The upgrade rules define what tiles are in play, regardless (but of course honouring) the tile colours, with the restriction that certain colours only become valid upgrades from certain phases (Phase is not implemented either). The upgrades are already defined, but not yet read. > 2. (re)Placing new tiles over existing map tiles. I would like a menu of valid upgrade tiles becoming available along one of the map borders when an upgradeable tile is clicked. Clicking (or dragging) one of these tiles would move it to the "active" hex. Clicking on that hex then then rotate the tile through its valid orientations. Also a "cancel" button is needed. > 3. Anything related to track, such as checking track > placement validity. 4. A tag or attribute to define impassable hexsides where upgradeable hexes border each other (e.g. C11/D12 in 1830) should be added to Map.xml. Perhaps a tag like <Hex name="C11" ....> <NoGo name="D12"/> </Hex> Erik. |