[Kde-games-devel] Restructuring and rewriting KGoldrunner
Ian Wadham
ianw2 at optusnet.com.au
Fri Jan 23 04:47:58 CET 2009
On Wed, 21 Jan 2009 11:28:02 pm Luciano Montanaro wrote:
> Hi Ian, I just want to confirm I pretty much agree with your plan.
>
Thanks, Luciano, and I hope I will not get in the way of anything
you may wish to do in KGr, although I am stepping outside the game
engine a fair bit, contrary to what we discussed last year.
> About theming, I feel one point that makes it awkward to make more
> organic-looking levels is that the rendering is directed by the Game
> canvas, while it would be optimal to have a call to the teme engine to
> setup a level background given the tile matrix and the progressive
> level number (and possibly the level set name).
>
It would be quite easy to pass the whole KGrLevelData or KGrLevelGrid
(the tile layout's internal representation) to the view when a level is
first painted. I might just do that. However, it will still be necessary
to have something like KGrCanvas::paintCell(), to make gold appear
and disappear, show hidden ladders, etc. This should not be a problem
because gold and ladders are now transparencies that can be painted
in front of whatever else is there.
Another case is brick-digging. I am thinking of making dug bricks just
another kind of sprite (that does not change position). Same could go
for other animations, such as death of the hero or zapping a brick that
is to be dug.
Cheers, Ian W.
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