http://gregdek.org/MONGO/akihabara/game-tutorial3.html
https://github.com/gregdek/akihabara/blob/master/resources/tutorial3/bundle-map-begin.js
Next for this week: tutorial4, which will autogenerate a series of
small rooms with these puzzles. It will also be the first instance of
a level with a map built dynamically from smaller template blocks.
--g
10 digits, 10 choices, right? :) Interesting take, though. Maybe
the numbers should be lined up underneath the puzzle instead.
--g
Screenshot: http://rbergero.fedorapeople.org/mongo1.jpeg
> --g
>
No, Ed, you're perfect. Your childlike reasoning allows me to fill my
TODO list. ;)
> Next stupid question: if I am dumb enough to allow the block along the
> south border, what is my recourse?
Good question. One option: have a special set of tiles around the
border that the player can walk on, but the blocks cannot be pushed
into. I think I'll go with that.
Thanks for the quick feedback.
--g
I didn't figure it out either.
Neither did the fourth grader in my house, immediately, but did once
she decided to walk around a bit. Took her about 30 seconds to figure
out how to push the blocks, but then had the, "OH I GET IT" moment,
out loud. (You have to be aligned fairly precisely, or you walk right
between the numbers, it seemed.)
Yep. Getting the collisions right still needs a bit of work -- some
if it is making those puzzle blocks the proper size (and more
attractive -- we need someone who can do "pretty").
I suspect I'll make some of these fixes on this level, and will push
some of them to the next version of this level -- which will be
multi-room and autogenerated.
Has anyone looked at the code itself? Is it daunting? I'm getting to
the point where I can't tell.
--g
It's not daunting.
One thing I noticed in this tutorial was the use of fun terminology
like arrays and strings.
In this tutorial, you said (lines 58-60),
"We re-map the level using a more intuitive "string"
approach, rather than the "array" approach used
by default. "
In tutorial1/bundle-map-begin.js, when you first introduced the map,
you said (lines 76-77):
"The technical term for this grid is an "array", but we'll get more
into that later."
I feel a bit like we never really got into arrays later (that I
remember, but of course, my memory is short), and now I'm seeing
something else called a string, which seems to have similar
functionality, and I can sort of see how objects are working here.
But what's the advantage of one over the other? How do I know when one
is more appropriate than the other? Why not just use strings, if
they're more intuitive?
>
> --g
>
Honestly, part of this is just my evolving understanding of the
codebase and what best practices are.
--g