A simple description could be needed for tiles of different levels to have teir tile sets kind of.
For later this makes sense for different floor / level sets to differentiate them more simple.
The tiles should come in a similar manner as the mobjects so the description should be in the way of:
local tile ={
name = "Water",
["type"] = "water",
stats ={
walkable=false,
blocked_sight = false,
also for later on only few properties should be saved in this tile, this would be:
it's position on the map
its status if discovered or not, since light map is calculated dynamically on startup
its type
this later also allows for easier creation of "destroyable tiles",create a type, load it up and
then simply set a new one if destroyed, yey.
This will also aide in the case we want to set a tile set to the tiles later on ,floor and wall tiles seperate tiles ...
A simple description could be needed for tiles of different levels to have teir tile sets kind of. For later this makes sense for different floor / level sets to differentiate them more simple.
The tiles should come in a similar manner as the mobjects so the description should be in the way of:
local tile ={ name = "Water", ["type"] = "water", stats ={ walkable=false, blocked_sight = false,
} colors={ active = "green", inactive = "blue", undiscovered = "grey" } }
also for later on only few properties should be saved in this tile, this would be:
this later also allows for easier creation of "destroyable tiles",create a type, load it up and then simply set a new one if destroyed, yey. This will also aide in the case we want to set a tile set to the tiles later on ,floor and wall tiles seperate tiles ...