optional decorations for tiles?
Cassumbra opened this issue · 1 comments
may be out of scope, not sure
in my game, i'm thinking i might have units face directions, and that i might indicate this with a shrunken carat '^' rotated around the center of the unit to indicate the way its facing
having "decorations" would be a nice way to implement this
perhaps they could be stored in a way like
Grid<Vec> ?
with the Decoration type having a char, color, rotation, and scale (perhaps an offset, as well?)
idk! curious to hear your input on if it'd be wise for this to be part of the crate or if you have ideas for better alternatives
I see what you're getting at. I like the idea. The "decoration" tiles could be stored in their own layer to avoid adding a bunch of unnecessary data to the more common case of a static tile. I toyed around with the idea a bit, but keep ending up with the feeling that it overcomplicates things by forcing every terminal interaction to be concerned with what type of layer it's dealing with. Not totally against the idea but I don't think I would personally implement it any time soon.
As an alternative for now you could just use plain bevy sprites. Just build a bevy sprite to look like a terminal tile and stick it on top of a tile.