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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|595|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Blitz -> Proper Collsions

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Thu, 28 Jun 2007, 17:17
Trooper David
Nice to see you too I thought that looked familar

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Hi
Thu, 28 Jun 2007, 18:16
Blitz3Dman
Hey, Trooper Dave! Hello!

@magicman
I just make the tiles types, that seems to work.


I've found that a Dim array works best, since you can call on them individually rather than going through the group, and since (usually) you aren't adding and taking tiles, it seems the best way to do it. I did use types until I lerarned about dim, though. And I must say, my greatest program to date was before I knew arrays and it needs to be upgraded to use them sometime.

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There are 10 kinds of people in this world -

( Insert 16 remarks about to what extent people know hex here )
Thu, 28 Jun 2007, 21:14
JL235
You can make an array of types, which is the closest solution to how I would do it in Java. Then you can still store multiple pieces of information in each tile (such as it's image and movement and defence penalties (if it were and rpg).

I'd say the main advantage of using an array is since each tile can have it's position in the array relate to it's position in space. So if you need to check one column of tiles, it's far easier to perform if they are already sorted as a 2d array.
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