Pincer pickups
I now have pickups, but it isn’t enough to show that I’d make a screenshot for it. And I took some time to refactor how I did actor-to-actor collision – not to the point of being wholly generic, but enough so that now I call player.checkActorCollision() at the end of each turn and it handles all the player interactions – so I just repeat that template for each actor needing its own collision events. This’ll let me control the order of collision events pretty finely, which is good in a coarse, turn-based sim like this.
It always feels kind of ugly to me to figure out which actor a collision event should occur on – since even though the events always involve two actors, only one of them has to initiate the tests. (even if you have a generic shape-testing system – or in my case, a Roguelike point-testing system, you still have to find a place to do all that “what type of actor, is it invincible, etc.” stuff…) Something I’ve got a few ideas swirling around for. Well, that’s enough writing for now.