July 15, 201411 yr Author Drawing tiles, such power. xD Collision flags for areas (allowing for proper getRandomPosition methods :p) and room detection.
July 15, 201411 yr Collision flags for areas (allowing for proper getRandomPosition methods ) and room detection. What are you using it for anyway? ^_^
July 15, 201411 yr Author What are you using it for anyway? Area.getRandomPosition() currently returns a random tile without accounting for its collision flag, which an be a huge ballache in certain situations :p Will probably make a getClosestPosition() as well, but still testing some stoof (hence the tile painting for debugging) The room detection is mainly to check if you are in the same room as an entity, and if not it will look for an obstacle to handle to get access to that room ^^
July 15, 201411 yr What are you using it for anyway? For A* pathfinding and to check if A tile is walkable xD Edited July 15, 201411 yr by Khaleesi
July 15, 201411 yr "All" as in web walk ? Well with web walking you wouldn't need map data as all the nodes are predefined with their own edges. This would be more of a global pathfinder to construct a path from point A to B using (obviously) the collision flags.
July 15, 201411 yr Author Well with web walking you wouldn't need map data as all the nodes are predefined with their own edges. This would be more of a global pathfinder to construct a path from point A to B using (obviously) the collision flags. What did u mean by "all" mapdata then ? Edited July 15, 201411 yr by Botrepreneur
July 15, 201411 yr What did u mean by "all" mapdata then ? The only thing this data does is allow you to find a path/position in your current region.
July 15, 201411 yr Author The only thing this data does is allow you to find a path/position in your current region. What other data are you talking abouuuuuuuuuuuuuuuuuuuuuuuuut (what am I missing out on ? ) Edited July 15, 201411 yr by Botrepreneur
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