I got the tip to use SharedMesh on the JME forum. This felt like a good fit for my floor since each Tile would be exactly the same. Initially I had created each tile with its own vertices, colors, indices and normals array. With the SharedMesh all Tiles share the data in these arrays. Niffty :)
So here I use the singleton object Tile as the TriMesh for the Tile class. I think this is a nice fit. There will only ever be a single instance of the TriMesh used to create the floor and if I later need to change some property of the floor I can just change the values in the Tile object. So when creating a new Tile I just use the apply method of the Tile object, pass in a name and the x an z offset. This is done in the Floor object below. The Floor class is basically just a Node at the moment, but I expect will grow when I start building the actual game :) The magic happens yet again in the companion object.
I have to say I realy like foldLeft and I have missed it since I stopped coding in Erlang. Everything becomes nice and clean with it. You pass in some state to a Itterable along with a function (that returns a new state) to apply for each element. No mutables that change and cause strange bugs. Sweet. Oh, and another nice feature in Scala is pattern matching. I use it in the calculatePos method. This case is a very basic example of pattern matching (I could have used a simple if-elseif-else instead) and it can be much more powerful.
And here is the result:

Next step will be to create a figure to move about my new floor, some pathfinding in a hexgrid (I think JME has an A* implementation, so I'll have a look at that). Later I'll add some basic controlls to the game.
Cheers,
Emil H
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