Monday, May 7, 2018

FMod - Refactoring for temporary levels

To implement multiple copied blocks in helpful way, Abiathar will need to be able to draw chunks of tiles that don't comprise a real level. To do that, I will need a way to manage level view states independently of level IDs. Today I did a bit of refactoring to make that possible. There is now a separate method to draw a given view state on a given surface, which is called by the main rendering function that historically assumed the current level is always the thing being drawn. A couple other little things, like the infoplane icon/link delimiter function needed to be adjusted as well.

Level wrappers now have a new Temporary property that will indicate whether they're just a temporary chunk of tiles instead of a full level. Tools should never see such wrappers, but render planes will.

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