Tuesday, April 7, 2009
Ships!!!
I finally took a few hours to actually create my ship class... I only hard-coded the Skyranger, as I just wanted something that units could sit inside of... and I only did one level because I haven't handled stairs yet... But, it's all modular, so adding extra ships won't take extra lines of code.
the ships are visible in my code as ASCII (and will enventually be in external text files)
they have arbitray dimensions and the ship itself is defined by various symbols. Right now, all I have are % (bulkhead) ! (a square that an agent can 'ride' or 'safely exit' the mission from) and a closed door; (of which I have no means to open) but, here's the kicker... I wrote all the methods for the ship class that allow for agents to board it, and for it to be equipped with equipment... and all of these things get addded dynamically where they shold be. Equipment gets placed at the first ! closest to the top left of the ship, and the agents themselves fill in these ! marks sequentually. when there is no more room for equipment or agents, this things are returned to their calling classes.
And then, when you send a loaded ship to the tactical mission handler class, it (crudely) finds a place for it to 'land' and then transfers its structure to the game environment and it's equipment and it's soldiers, and it all works more-or-less perfectly.
I'm satisfied for tonight...
things to do soon: open and close doors (so they can exit the ship!)
figure out why it doesn't cost any TU to move directly south
re-implement the inventory and equipping methods so that agents can pick up stuff in the field. (as it is now, I can hard-code a driver method to force-equip them, but I want to be able to move them around and pick up a pistol from the ground)
As for the picture, Yes, all of those @ are mobile... I can cycle through them :-)
Sorry for the low-res picture
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