You can tell I’m getting close to the end, because tonight’s update only touched two files. ;)
I removed the special-case exterior walls, which were being rendered and checked for separately from the potential internal walls. Now, every wall is the same kind of wall.
Rather than representing things by room and hooking them together via linked lists (a solution I employed to solve a similar problem almost a decade ago), I just used a multi-dimensional array of boolean values for whether or not a given wall existed. That made rendering a lot easier too, though I had to play around with rectangle sizes to get the walls to fit together in a reasonable fashion.
I only need to create my monster icon, and then make the mazes slightly less random; as it stands, the endpoint can be completely blocked by walls (accidentally) in some cases.
87.2K tonight. Not bad!
How svelte!
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