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Room class structure #10
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Makes sense to me. I think the Room can extend from Resource similar to CardBase. Then the Map can generate an array of Room when the run starts. Then when we want to display the map to the player, we initialize a bunch of RoomWorld with the data from the Room array. RoomWorld can be a Node2D/Control node that just holds Room data and displays it. Having the separate Room and RoomWorld structure like this will let us load/unload the map display, while keeping the actual data stored in the array in Map. |
Let's call it |
I think the display will be made in another PR and not in the initial room implementation |
Feature Description
What should be the structure of the
Room
class ?Motivation
Rooms being the most basic element of the map should have a carefully thought structure, since the entire map is just assembling rooms.
Acceptance Criteria
Tests should pass.
Proposed Solution
Rooms have the following elements:
ENUM
Additional Context
This issue is in link with the map implementation #6
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