December 27, 2018
Posted by on
So, it took a lot less time to figure out a decent (albeit lame) screen transition when changing the map from one to another. It’ll do for now, It’s not exactly the idea I had in mind, but it’ll be a perfect placeholder for now.
So first leg of the transition, covers the screen in squares, tile by tile, randomly.
Secondly, the screen is covered in a brief black mask, in time, this is where the real change takes place. The map is changed underneath, the old mapEvents are saved and the new set is now loaded.
Last leg of the transition is simply a reverse of the beginning transition, once all blocking tiles are removed, movement is restored to the player and game resumes.
I want to touch on something I’m a bit proud of, well, maybe not proud, shocked that it worked the way it was intended. So each map has an associated save file which holds all the map changes and interactions. All these have unique ids. The best part about the system is that some of events are a single time use; for example, picking an item that was readily available on the ground. The item isn’t meant to be re-spawned, so therefore, it would hold a dead id once the user acquires the item. The map also holds a dead id array that can be re-used if the user places a new item and essentially creates a new map event. The only reason I thought about doing this was because I was messing around picking items up and then dropping them in new locations on the map. After some testing I noticed my event count went up drastically. (Some times I’m smarter than the average bee.)
I’m happy about the progression so far.