DRL > Discussion
Sanity check : Special level format
Rola:
Well, comments always make reading code easier... that's why programmers never add them: removing the aura of obscurity would make them look less omnipotent in the eyes of the users... ;)
I infer that the top and bottom walls are never present in the editor but added automatically by game?
My guesswork:
CELL_BWALL - b...loody wall? ? ?
CELL_RWALL - red wall?
CELL_PRWALL - permament (indestructible) wall?
PS: Kornel, did you get my PM?
tisiphone:
Very nice! I recon I got the gist of it, more or less. As for suggestion for improvements... It would be good to have a table of reference to know just what CELL_whatever means. Also some things could be made a bit clearer. Like, for example, level could be enterlevel or something.
Anyway, it’s looking good :)
Kornel Kisielewicz:
Well, there's no need for a reference -- if you make a cell with ID = "floor", you'll have CELL_FLOOR defined :). Of course I'll publish the current cells along with it.
Cyber Killer:
@Rola: it's said, that "if your code requires comments to be understandable, rewrite it so that it doesn't" :-)
as for the code it's quite cool. the Level.put() with the need to draw the whole level in ASCII looks frightening though, but I can't come up with anything more useful right now.
Malek Deneith:
One question - what are the " signs along left and right boarder of the map - they aren't defined anywhere as cells... same for ' signs that appear in some places...
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