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Sparkle sparkle, burninate!

Posted by
December 15th, 2007 12:56 am

My game is progressing nicely, and already I am starting to see signs of what the game will be like when it’s complete. There’s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a “Great Success!” when the bomb is hit. This was worrying me for a while, because I didn’t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.

Det Cords! Sparks! Whee!

Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it’s confirmed to work:

pRoot->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetRight()->GetRight()->GetRight()->GetRight()->SetDown(pTile);

I wont do it again, I promise! ;)

- Deepflame

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