Grid-Based movement system?

Demonfaze

8 yrs. Hell, it's been a long time.
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72
Does anyone know of an efficient way to make a movement system based on a large array of squares.

Basically it would mean that units could move from "square to square" in a turn-based manner. I just need a way to efficiently manipulate the squares, along with the units that move on them (how far they can move, when they can move, etc).

All I can think of right now is making a rect for every square, then setting up a large point array that holds all of them, and doing arithmetic to detect the movement. This way would take me a very long time, so I want to make sure I am doing it correctly (or by another way if it is better) before I start.

Thanks. :cool:
 

AceHart

Your Friendly Neighborhood Admin
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1,495
Working with coordinates maybe?

Let's say your "squares" are 128x128.

The middle, given the position of a unit inside it, would be
x = 128 * Integer(x-position / 128) + 64
y = 128 * Integer(y-position / 128) + 64

And, moving from there with "point with polar offset",
in the directions 0, 90, 180 or 270, with offset 128.
 

R@d14nc3

New Member
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49
I have seen a map with a system like that in these forums...I think the creator is AgentPaper...
 
M

Mythic Fr0st

Guest
hmm

perhaps place regions everywhere, in a size of say well 128 or w/e

then make a large point array, set it to all the regions
When its their turn
First you'd need to load your guys into a variable, (HeroGuy, Array 12)
Your main heroes I mean

Code:
For each Integer A from 0 to 1000000 do multiple functions
    loop
       for each integer B from 1 to 12
       - set point = position of HeroGuy[Integer A]
       - if distance between point and LoadedRegions[Integer A] less than distance between point and LoadedRegions[Integer A - 1]

Lol, this probably wont work, I wish they had Pick every REGION trigger lol
 
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