From: Dave M. <da...@mi...> - 2010-04-14 01:22:51
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<html> <body> On 4/13/2010 03:22 PM, Erik Vos wrote:<br> <blockquote type=cite class=cite cite=""> <font face="Arial, Helvetica" size=2 color="#0000FF"> </font>Note that this didn't take into account the various "splat" like tiles in some later games.These could be handled with a $0 no-token, no-stop city in the middle, if that helps the graphic representation.<font face="Arial, Helvetica" size=2 color="#0000FF"> <br> </font> <br> <font face="Arial, Helvetica" size=2 color="#0000FF">This wouldn't work, as a city can be visited only once. </font></blockquote><br> You're going to have to work on that for some types of trains. Like those that ignore some types of cities.<br><br> The point was to make it a vertex for connectivity sake. The details would have to be worked out for the implementation.<br><br> <blockquote type=cite class=cite cite=""> <br> <font face="Arial, Helvetica" size=2 color="#0000FF">In Rails, the graphics and the</font> <font face="Arial, Helvetica" size=2 color="#0000FF">graphs are completely separate. The "new" tiles #81 etc, as in 18EU (visually represented as 3 tracks meeting in the center), are internally represented the same way as the "old" versions: with 3 separate tracks connecting 3 edges. Same thing can be done with 4- and even 6-edge connect-all tiles. So this is not really a problem.<br> </font> <br> <font face="Arial, Helvetica" size=2 color="#0000FF">Erik.</font> </blockquote><br> I've seen that in one of the examples, but I'm not sure that the necessary only way to do that. In my implementation, the it was possible to draw the route in a different color directly replacing tile track. That simply required the route highlighting code to call the track draw code on a per segment basis.<br><br> My map and route code simply used the same UI routines to draw the track. It's not hard if you have a unifying concept underneath.<br><br> FWIW:<br> Dave.<br><br> </body> </html> |