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The ‘art’ that I have for the game comes at various scales. We need some way to accommodate that. Outcome: OK, but there’s a tiny telltale scent of corruption. Squidgy.

The texture files that I recently purchased are nominally 256x256 PNG files. The floor tiles, seem all to be a true 256x256. But some of the ones in the ‘objects’ folder are only approximately that s...


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A couple of little changes from yesterday. Mostly just speculation, vague design thinking. I create an abstract class and draw an up-button.

I had a few idle minutes in the afternoon yesterday, so I made some modifications to allow this setup for the TextureFinder:

class TextureFinder: def __init__(self): self.path = '/Users/ron/Desktop/DungeonTiles/png/tiles/...

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Yesterday’s idea for selecting random tiles seems tasty. Let’s try it. Is it a kind of Composite Pattern? Answer: a firm ‘kind of’.

I did make two new tiles last night, and found a couple more, so I”ll install those first. Just hold on a moment, OK?

Just a couple more to make and there will be no unintentional mud in the dungeon. I’ve taken to renamin...


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I made one new texture last night, on my iPad. So I think I’ll point the game to the recently-purchased set.

I have the new tile set on my Mac desktop, and my iPad can see those files via some kind of cloud magic. Using Procreate on the iPad, I clumsily merged the ES and WS tiles to make a new tile, EWS. Seen small enough it looks pretty good. Seen here … well, look...


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There is Massive Duplication in my texture-finding code. I plan to remove that. It goes rather nicely.

Here’s the duplication that I have in mind:

class RoomView: path = '/Users/ron/PycharmProjects/dungeon/assets/images/' texture_dictionary = { '': arcade.load_texture(path+'Tile (21).png'), # none 'E': arcade.load_texture(path+'Floor_Edge_29.png'), # east '...

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