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Sometimes the map will end on an illogical tile (for an example consult
attached image). Some form of attribute should be added in the tileset
specification to allow to specify valid ending tiles.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2012 at 8:15
Attachments:
What steps will reproduce the problem?
1. Run DrunkenWalk.generate2DMap()
2. Hope the seed is right.
What is the expected output? What do you see instead?
A Line of directions taken is expected (with termination when the "cursor"
reaches the map width.
Instead an infinite loop is found.
I suspect this is due to a bad bounds condition. A revision to the Factory
(which really should be renamed to deserializer) and tileset specification is
in order.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2012 at 8:09
Some tiles don't fully reach the base of the level when they clearly should.
Samples circled in attached file.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2012 at 8:18
Attachments:
The Map generator needs to include item, player and enemy spawns. Perhaps the
addition of psuedo-tiles may be in order.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2012 at 8:12
Alias, or psuedo, tiles should be added to improve the power of the map
generator. May require a look aside table or a refactor of matrix storage.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2012 at 8:21
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