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start out at the initial position and draw an x there.
check if tile exists above
move up one tile (increment y) and draw a line between to show tile divide.
keep on moving up until the are no more north tiles.
check if there is a tile to the east. if there is, move right (increment x) and draw a line. Keep on moving right until nothing is left.
here it gets harder to explain but basically, keep moving forward and map out all the tiles until you reach a dead end. at that point move backward one tile and map out all the endless possible paths from there.
Keep on mapping out the paths and move back as each tile's paths get filled out until you've laid out the whole thing
One problem that I see with this approach is that it can take a lot of processing power to do this every time the player makes a move. Some possible solutions:
To keep the mapping small, impose a limit to only "walk" the possible paths 5 tiles out and then come back (for example).
or, keep the mapping the whole time and place the "x" at a different tile if possible. Only redraw everything if there's a teleport or a z-level change.
Another option is for the GUI client to hold a map object or the locations.json file and query the server for the current coordinates. It then redraws the map based on the new location. To save processing power this can be done only for the coordinates that are visible in the map frame
We do need a way to convert all the text data we have to a gui representation. This is to help with #204 and #130.
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