Parsing and Tiles Structures Complete

Excuse the bad art. They’re placeholders. I’m not an artist.
I finished the parser and data structures to hold terrain (ground, walls, ceiling, etc.) tiles. Of course, they will likely be changed over time to accommodate new types of tiles, because right now I only have one – grass. The point is that it works and that at this point it can go through the entire data structure of tiles during each update without any slowdown.
I’ll probably want to add a second tile type soon just to make sure parser and data structures can handle different types. I guess I should expect error and add in some error handling for when the data file has incorrect characters in it.
And then I’ll be on to gravity and, with it, collision detection for the ground.

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