The call to load another TMX is easy because I’ve designed the events to be generic. However, all C2 instances generated by the TMX, which have been placed on the board, need to be deleted before another one could take its place.
I’ve used InstGroup in this way: I store all the different types of Object Instances in the InstGroup, such as Edges, Tiles, Chess, Portals, etc, into a InstGroup group called ‘board’.
Then there is a nice convenience feature in InstGroup that simply says ‘Destroy instances’ and will allow you to pick which group. This is super-clean, though I noticed that the UID numbers of destroyed instances (eg Tiles) do not get re-used, so the numbers keep on going up.
Portals and player_start
In Tiled, I’ve used Object Layers to define portals and start positions. The player_start entity is only defined by its name ‘player_start’. It may be a good idea to make this more generic, but I’ll leave that for later.
Portals, on the other hand, I expect to be placed a lot more, so this object has the type property called ‘portal’. The name of the portal refers to its identifier in the context of the room. For now, the syntax goes like p#, where # is simply the number.
In Tiled, the Portal entity has one custom property called ‘destination’, and the syntax for that is r#.p#. The r# refers to the room number, which is the same as the TMX file (eg r1.tmx). Later, in C2, this ‘destination’ property is tokenised to give out the TMX file to be opened, and the portal to go to.
In C2, the Portal exists in a z-layer called ‘Portal’. To clarify, a z-layer refers the Board’s z-index. During TMX loading, when a Portal Object is encountered, it places a Portal Sprite into that ‘Portal’ z-layer and is tested later when there is an attempt to use the Portal (Cell is occupied)
I’ve used a global variable to track the intended Portal, since it doesn’t seem that there are any advantages to doing this through some parameter in the TMX loading.
So, the TMX is loaded by the tokenised ‘destination’, the portal, also tokenised, is stored as a global variable; then the TMX goes through its processing, and when processing Object Layers, sees the portal that the player must start in, and places the player there.
Some thoughts re save/load functionality: saving and loading the TMX object will yield only the data that had already been previously read, but the TMX data itself could not be changed by C2 because the TMX Importer doesn’t have methods to do that.
So what’s happening here is that the TMX is loaded, and I transfer pertinent information from TMX into C2 through positioning, instance variables, etc. So what I have is a functionally static TMX as the basis for a scene/room, but loading/saving of this TMX file means nothing in this context.
So how to go about persistence?
If we load the TMX every time there is a portal movement, instances are deleted, and then recreated and applied the changes post-load, very much like Maya’s referenceEdits.
Or, could we use multiple C2 Layouts and jump between them? However, C2 destroys objects when moving to another Layout unless that object is flagged as global.
So, do we store state data for specific things before room transfer and then apply them back on when loading? The issue here is knowing which entity held the data to begin with. For example, if a Chess sits as a container (of data), like a chest, then when it is recreated again by room loading, how do we identify that Chess uniquely again? I consider tile ids to be volatile.
I think the only way to uniquely identify something is by using Objects.