[Kde-games-devel] Restructuring and rewriting KGoldrunner

Luciano Montanaro mikelima at cirulla.net
Sat Jan 24 01:07:23 CET 2009


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On Friday 23 January 2009, Ian Wadham wrote:
> 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.
>

It's unlikely, since I've not as much time as I'd like for KGoldrunner...

> > 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.
>

Perfect.

> 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.
>

Definitely the way to go. Go for it, Ian!

Luciano




- -- 
Luciano Montanaro //
                \X/ mikelima at cirulla.net
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