30 lines
1.8 KiB
Plaintext
30 lines
1.8 KiB
Plaintext
- Need a way to traverse the maze
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- Do we just look for empty walls?
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- should we generate a maze properly then use it to generate the maze walls?
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- Maybe a general quad adder or something?
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- How hard is it to check for empty walls? use the same formula to find the face,
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then uh... well it sucks for the edges of the map, which are different
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- tile based doesn't line up well with the normal maze generator, might need a different one
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- well no, if you're always moving two spaces because you must leave walls, then i suppose it's roughly the same
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- could generate walls based on maze input? Must assume each "wall" ... mmm
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- visit each "normal" cell, generate quads somehow... generic quad generator for a "cell" centered
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at some point? points are usually aligned to the whole number grid.
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- could do it based on floats. divide the width by two and get the actual width, which in our case
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is 15.5. then we know our centers are at 0.5.
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if edge is 30, middle is 15, edges are at 0.5. How do we know though? middle is thus
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- no who cares, always align to integers. make the player move if they're not centered
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- instead of generating the entire thing, could simply have a function that "adds" quads at specified locations. Would require realloc for the arrays if they get too large, totally fine I think...
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- wouldn't need thing anymore
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- erm since we're representing the maze with thin walls, should PROBABLY represent the maze with
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simple array where each cell indicates the walls that exist... probably.
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So new thing:
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- Generate maze with simple array of values which represent the walls that are torn down
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between cells.
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- Use that to generate individual quads for the walls. You will need to realloc the arrays as
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they run out of space
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- use the maze array for the player to walk through
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