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Week 04 (Jan 2 to 7, 2023)
Will have to compensate what I did not program at last Monday, but oh well.
First thing: have one place where everyone wanting to interact with the Tilemap references it instead of storing the same variable everytime. This should avoid problems... instead that in a certain way I'm already doing that: BlockMover receives the tilemap and passes the reference to the other Block classes, so let's keep it as it is, by now.
Also, avoided one of the errors of bad coding with BlockMover: coding what you THINK you will need, but not what you REALLY need.
Ok, tomorrow, time to plan how the game loop will happen, enough polishing already.
Time Worked: 1 hour. Procrastination: 0 minutes.
Not much to say - some basic planning of the game's next steps.
Time Worked: 1 hour. Procrastination: 0 minutes.
Ok, the big question is: events or not events?
If the game would use events, then essentially I would need an Event class that would need to register events, and play them as needed. Things as when pieces should fall, when a piece is moved, etc, etc.
But honestly, it's too much engineering at this point. And of course, we can polish the code later and replace a basic gameloop for something more complex using events.
So, ok, a basic game loop, that will be replaced later for a loop system.
...did the UML, and for sure will have to update and fix it later, but it helps to make the system clear.
And DataManager is working now. Baby steps, but of small steps we are here now.
Time Worked: 2 hours. Procrastination: 0 minutes.
As it seems, Unity has an improved Input Manager as a package, and... the jury is still deciding about it. Definitively better than the previous one in a few things (as configuring how inputs work for multiple input systems), at least.
Pause system is starting to work - that said, I will have to check if there's an FPS package tomorrow.
Time Worked: 1 hour 30 minutes. Procrastination: 0 minutes.