Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

2d map #4

Merged
merged 8 commits into from
Sep 17, 2019
Merged

2d map #4

merged 8 commits into from
Sep 17, 2019

Conversation

davewiththenicehat
Copy link
Collaborator

Mostly completed code for drawing the rooms for the TEC map. I still need code the be able to adjust gap between each room. I'd forgotten I wanted that feature available.
Started help command. Intended it to be a how to do it.
created best practices file. will move it to git wiki
created command to clear main display window. Also found and resolved a bug in mudlet. If another window attempts to get mains background. It errors out if main is cleared with no text.
Created debug window. I wound up not only being too much junk on main, but also hinsert has a bug and we can not echo to main inside a trigger.
I will submit a bug report for hinsert. For now we can work around it. If need be we can either fix hinsert ourselves or convert the html hex color codes to RGB
Removed temp login feature to make way for functional login.

Got a working map prototype and created a detachable debug window.
hinsert has a bug right now. echoes will not work inside triggers.
To get debug info in a window. Run debug on. Than rather echo troubleshooting information to screen, run debugToDisplay("Information")
It will appear on the dock debug window.
Window is created when debug on is run. It's off to the right. I forgot to have it recall position.
Map system debuggin will not display unless debug display on has been run. Like all other gui elements map system makes many lines.
Started making help commands clickable. Reference on how to do this is best practice.
Map is not adjustable when window is scaled. I will work on the doors next.
And updated best practices started including a to do list so we could choose jobs.
Could someone let me know where on git to put the best practices data. In a text file seems unofficial...
Minor changes before I download md5 changes in main.
Removing temp login feature to make way for functional login.
@johnnymo87
Copy link
Collaborator

@davewiththenicehat I merged Li-Hsuan's branch to master, and that introduced some conflicts with this branch. They seemed very mild, so I resolved them myself, and pushed a commit. On your local machine, make sure you pull before doing anything else on this branch, or else you won't have Li-Hsuan's latest changes from master.

@johnnymo87
Copy link
Collaborator

johnnymo87 commented Sep 15, 2019

@davewiththenicehat I'm seeing an issue. It's minor, so maybe it's worth it to merge this anyway, and follow up with a small PR that fixes the bug.

I tried out this code just now, and I noticed something slightly off that I believe was working before our meeting yesterday. I'm seeing that not all the map squares are rendering. The ones that are further away seem to be missing. When I walk towards them, they render.

Checkout what I'm seeing below. These little squares to the east of Constantine don't render when I'm next to him, only when I walk towards them.

Screencast from 09-15-2019 02_33_04 PM

@davewiththenicehat
Copy link
Collaborator Author

davewiththenicehat commented Sep 16, 2019

Actually I had noticed that. It is the same issue that I was seeing where there are exits but the rooms there were pointing to were missing.
Would up being my lua string pattern.
Here is a close up with the pattern fixed and the exits working. Character is standing in the toga inn.
image

@davewiththenicehat
Copy link
Collaborator Author

Those angled exits closed icons look like penises. Actually if I look close. The angled exit open icons look like a slightly bent penis.
Should we just wait to merge now that I am nearly done with the entire 2d map? This would be merging bugs that would later be resolved. I should be fully done tomorrow. Well done, but with these real high quality exit icons.

@davewiththenicehat
Copy link
Collaborator Author

O also, I think you are getting a smaller map?
Could you do us a favor and not fix your old account so we can see how many issues returning players may run into?

@davewiththenicehat
Copy link
Collaborator Author

That is a good enough for our purposes of wanted to get this branch to master.
While it is functional it has a poor appearance. I think I figured out how to give it a finished look. I'll work on that next.

Copy link
Collaborator

@johnnymo87 johnnymo87 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I gave it a run, and I'm seeing all the rooms again. Nice work, let's merge 👍

@davewiththenicehat davewiththenicehat merged commit f4fef33 into master Sep 17, 2019
@davewiththenicehat davewiththenicehat deleted the 2dMap branch May 6, 2020 16:33
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants