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Is your feature request related to a problem? Please describe.
Since some tiles need the other tile information for rendering, but if we do it as usual like current, it would not make sense. Also preventing some unnecessary instances like from TorchTile, recursively placed tiles like FlowerTile (on GrassTile), TreeTile (on GrassTile), OreTile (on DirtTile), etc.
Describe the solution you'd like
Edit (2023/08/22): We can have a tile list for each tile position, and each tile in the list indicate a level or block of tile in the x-y position on the level or floor. If the list is empty for a particular position, the tile is completely empty, so it is a hole or the most bottom or deepest edge/bound of the level. We would have TileData for each block of tile specifying the tile type and tile static data. As mentioned in #542, we can use tile entities to store dynamic data. There would be an object storing the position (level, x, y, tile level) of a tile when proceeding a tile. There should also be a class storing the tile list for each tile position.
Original: Like what we are doing to Display#parent, we could add a field to Tile like Tile#parent. Also, we need to make them in instances in order to get better calculations. This can also be done with the chunks as we rewrite Level, World into instances. Using Tile[] tiles to replace short[] tiles and short[] data.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Since some tiles need the other tile information for rendering, but if we do it as usual like current, it would not make sense. Also preventing some unnecessary instances like from
TorchTile
, recursively placed tiles likeFlowerTile
(onGrassTile
),TreeTile
(onGrassTile
),OreTile
(onDirtTile
), etc.Describe the solution you'd like
Edit (2023/08/22): We can have a tile list for each tile position, and each tile in the list indicate a level or block of tile in the x-y position on the level or floor. If the list is empty for a particular position, the tile is completely empty, so it is a hole or the most bottom or deepest edge/bound of the level. We would have
TileData
for each block of tile specifying the tile type and tile static data. As mentioned in #542, we can use tile entities to store dynamic data. There would be an object storing the position (level, x, y, tile level) of a tile when proceeding a tile. There should also be a class storing the tile list for each tile position.Original: Like what we are doing to Display#parent, we could add a field to Tile like Tile#parent. Also, we need to make them in instances in order to get better calculations. This can also be done with the chunks as we rewrite Level, World into instances. Using
Tile[] tiles
to replaceshort[] tiles
andshort[] data
.The text was updated successfully, but these errors were encountered: