Inter-map movement!
Nice! It took longer to get around to working on this bad boy again, but I put in a few hours today and managed to get adjacent maps associated with each other and teach the engine how to handle movement around and between them.
One thing I’m wrestling with is how to make player object handling generic. At the least, a payer is just an instance of Actor that the client understands it needs to follow; however, as far as the client, I’m kind of stuck sending the player directly to the map on instantiation, otherwise it’ll get lost in the shuffle of inter-process communication.
This may not actually be a problem, since the server should not have to track a special player object, just generic actor objects, which I believe won’t be problem with the existing code; the necessary methods should work fine with actors that aren’t passed as players. I’ve moved most of the necessary instantiation code out of test blocks and put it closer to where it should be, which is encouraging and went pretty well.
A little bonus is that by dumping an actor into the map separately from a player while experimenting with the movement showed that my tracking model seems to be sane — the actors could exist on the same tile (this is intentional), were tracked correctly, and did not interfere with one another.
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