Difference between revisions of "TDD"

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(Created page with "== Level Editor == === 2D Gridsystem === ==== Visualize Grid ==== Visualising the grid using a queue/list of vertLines and horLines which get put on the respectively other s...")
 
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* All special actions which are viable (e.g. buttons, keys, etc.)
 
* All special actions which are viable (e.g. buttons, keys, etc.)
 
* What Entity is on that tile (e.g. Player, Enemies, etc.)
 
* What Entity is on that tile (e.g. Player, Enemies, etc.)
 +
=> Maybe as a big matrix with each element being tile or edge and tiles know they can traverse to the next tile if the element in that direction is empty. So if tile(2,2) wants to go to tile(2,4) it check's edge(2,3) if it's empty or not
  
 
=== Placing Edges ===
 
=== Placing Edges ===
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- Track turns
 
- Track turns
 +
 +
== Item System ==
 +
Items will need to be accessible from everywhere using only an ID.
 +
 +
-> Have them saved in a big Array?
 +
 +
-> Save that Array in a xml?
 +
 +
=== Items ===
 +
- ID
 +
 +
- ItemType Enum
 +
 +
==== Equipment ====
 +
- Equipment Type
 +
 +
- Stats
 +
 +
==== Dungeon Items ====
 +
- ???
 +
 +
==== Key Items ====
 +
- ???

Revision as of 08:48, 21 February 2022

Level Editor

2D Gridsystem

Visualize Grid

Visualising the grid using a queue/list of vertLines and horLines which get put on the respectively other side if the grid moves out of sight.

In the Queue/List the first element is the top/left line and the last is the bottom/right element.

Grid Data

The Grid will need to save data of all objects within the Grid, since the 2D Grid will be used for pathfinding calculations, movement, checking for obstacles, etc.

- All viable standing locations

- For every tile:

  • All directions to move to
  • All special actions which are viable (e.g. buttons, keys, etc.)
  • What Entity is on that tile (e.g. Player, Enemies, etc.)

=> Maybe as a big matrix with each element being tile or edge and tiles know they can traverse to the next tile if the element in that direction is empty. So if tile(2,2) wants to go to tile(2,4) it check's edge(2,3) if it's empty or not

Placing Edges

Edges will only be placed in straight lines.

LeftClick on the Grid will place a Edge

Hold LeftClick will place Edges as far as the mouse is dragged in the according direction.

Placing Tiles

Combat System

Combat Manager

-> Accessible from Enemies and Player/Abilities

Needs to hold:

- Player

- Enemies

- Turn order

- Track turns

Item System

Items will need to be accessible from everywhere using only an ID.

-> Have them saved in a big Array?

-> Save that Array in a xml?

Items

- ID

- ItemType Enum

Equipment

- Equipment Type

- Stats

Dungeon Items

- ???

Key Items

- ???