[Ohrrpgce] SVN: teeemcee/10018 Add a screen for testing plankmenu cursor movement to the spam menu

Ralph Versteegen teeemcee at gmail.com
Tue Feb 6 17:23:28 PST 2018


I actually already started rewriting cursor movement yesterday, but didn't
finish. I haven't really nailed it down yet, but can just make a first pass
at it and then we can tune it.
My ideas a fairly similar to yours, except that instead of an iterative
search for a slice that matches a certain criterion, I just assign each a
score (metric) and pick the one with the best score, like it's already done.
When using a metric, it's useful to think about the isolines: the lines
along which different slice positions would have equal goodnesses.I'm

BTW, I rewrote how cursor movement in battles worked, a number of years ago
(battle_target_arrows). I used something very similar for that, except that
the sizes of enemies are completely ignored. We weren't totally happy with
how that worked out because the cursors might skip over a target. But I
wrote it in such a way that (I believe) it's impossible for there to be
unreachable enemies. However, it's still possible that you can't select an
enemy from one direction and have to loop around from behind.
It works like this:
-Find all targets within a 90 degree cone from the current
-Pick the one in the cone with the smallest distance along the 'move' axis
-If none, pick the target that's on the right side of the target with the
smallest angle to the 'move' axis (will be more than 45 degrees)

But for grid-like arrangements, using a 90 degree cone like that is
definitely going to have bad results.

However, when you take sizes into account, it may be impossible to avoid
unreachable slices. Rather than autodetecting such placements it might be
easier to just let people test out their menus directly with a test mode in
the slice editor.

We could maybe replace the battle cursor movement with a plankmenu if it
works alright or better than the existing, by just ignoring the enemy sizes
to avoid the unreacble problem. The only thing needed is to special case
spread attack selection, which happens when you press left/right and there
are no more enemies.

Regarding diagonal movement, I could do that. Problem is that you usually
don't press both directions at the same moment, so I doubt it will be very
useful. (But the keys will fire together thereafter).
In fact I bought a USB adaptor for my old PSX controllers a few days ago,
so now I can even try out an analog joystick, and possibly allow moving at
arbitrary angles!


On 7 February 2018 at 05:25, James Paige <Bob at hamsterrepublic.com> wrote:

>
>
> On Tue, Feb 6, 2018 at 8:22 AM, James Paige <Bob at hamsterrepublic.com>
> wrote:
>
>>
>> I think the only good thing about the current method is that it should be
>> impossible to have any unreachable plank, but its other glaring flaws
>> outweigh that by a great deal.
>>
>>
> Thinking about that more, I think my logic is probably wrong on that too.
> ;)
>
> The current method sucks no matter how you slice it! (pun intended)
>
> ---
> James
>
>>
>>
>> On Tue, Feb 6, 2018 at 6:45 AM, <subversion at hamsterrepublic.com> wrote:
>>
>>> teeemcee
>>> 2018-02-06 06:45:13 -0800 (Tue, 06 Feb 2018)
>>> 90
>>> Add a screen for testing plankmenu cursor movement to the spam menu
>>>
>>> ...it sure is broken!
>>> ---
>>> U   wip/custom.bas
>>> _______________________________________________
>>> Ohrrpgce mailing list
>>> ohrrpgce at lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>>
>>
>
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