Local Maps Revamped
So I’ve completely remade the “Local Maps” feature and it’ll look something like this. Note this doesn’t have any of the graphics yet and it won’t have those background colours.
So I’ve completely remade the “Local Maps” feature and it’ll look something like this. Note this doesn’t have any of the graphics yet and it won’t have those background colours.
So I’ve got it caching properly and loading quickly now. Hooray!
Just need to start enabling DRADIS’ features now.
I’ve refined the actual local map generation code but unfortunately the way we’re outputting it doesn’t seem very clean. Sure, it loads faster but it just looks plain messy and I’m worried to hell about future memory leaks.
So with a little help from my friend James, I’ve now written a new algorithm for local maps.
It has yet to be implemented but should be way faster and memory effective.
Array ( [0] => Array ( [0] => -3 [1] => -2 [2] => -1 [3] => 0 [4] => -1 ) [1] => Array ( [0] => -3 [1] => -2 [2] => -1 [3] => 0 [4] => -1 ) [2] => Array ( [0] => -1 [1] => -1 [2] => 1 [3] => 2 [4] => 3 ) [3] => Array ( [0] => -1 [1] => -1 [2] => 26 [3] => 27 [4] => 28 ) [4] => Array ( [0] => -1 [1] => -1 [2] => 51 [3] => 52 [4] => 53 ) )
I’ve got movement and exploration working now. I don’t like the memory usage right now but at least I’ve got something in working order.
Blue is unexplored, the space background is explored, the green is where you are, and the yellow outline is where you can go immediately.
So I’m watching a movie staring the Beatles on A Channel. What the hell.