Closed DeckardKane closed 10 years ago
Ok, at this point, we've agreed that we can implement this without locking player input. Our plan currently is to add a delay after player movement, and a small delay between the movement of each Mho to add clarity as to where each Mho is moving, giving a new player a chance to understand the capacity of the Mhos. We still can add an if statement that varies on a variable playerTurn, but I am unsure if that actually gives us anything besides a clearly defined area to place the JLabel that tells us that it is our turn or the mhos turn, and that can be implemented in our new plan anyway.
Turn control has been scrapped in this form. The player sets the pace of the game, moving as fast or as slow as they like, and the mhos will move accordingly. Issue closed.
At the moment, I don't see anything in the code that would prevent player input when it is the Mhos turn to move. What we need to decide is if this is necessary, how we want our game to feel (for example, we could leave it as is and have the Smiley and Mhos move at the same time as observed by the human eye, but that lacks precision and diminishes the value of strategy in our game). I am of the opinion that we need to lock out player input and add a small delay during Mho movement to clarify where the Mhos are moving and give the player more room to strategize and understand what is actually happening. Thoughts?