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Examples/documentation for single chuck map with origin in corner #157
Labels
enhancement
New feature or request
What problem does this solve or what need does it fill?
People following tutorials (such as the Rust Roguelike Tutorial) may not have a clear grasp of how chunking helps with map management, or how to convert between the coordinate system used in the tutorial to the one used by Tilemap.
Looking at the existing examples and documentation, I think the following are unclear without delving into the code itself:
Most tutorials I've seen start with the following constraints:
These constraints get gradually lifted in later chapters or tutorials, of course, but the initial constraints make it easy to focus on learning the basics of movement, collisions, working with tiles, etc.
I think a simple example that follows these constraints, coupled with some documentation to help people understand when and how to use chunks for map management, would make this a simple transition for people following or adapting tutorials.
I don't know if this is better served with a more carefully annotated random_dungeon or a new tutorial_dungeon example that is closer to the old, single-chunk version of random_dungeon (but with an origin in the corner).
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