{"author_name":"triplefox","cat":"LD #17 - Islands - 2010","comments":[{"author_name":"hdon","time":"April 24, 2010 6:37 am","epoch":1272109020,"text":"What is the benefit? One down-side is that your identifiers would become invalidated if the actor&#8217;s position changed. Do you then have to propagate the new position to all actor identifiers?","spam":"N"}],"epoch":1272105540,"likes":0,"metadata":{"p_key":"71196","p_author":"triplefox","p_authorkey":"391","p_urlkey":"107017","p_title":"Pickup refactor","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272105540","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>I realized that my &#8220;tags&#8221; (integer identifiers on each actor) would benefit from being combined with their position data, rather than put off in a separate component.<\/p>\n <p>After another brief bug hunt(this one caused by there being two sets of identifiers for the player and pickup, one in the old tag code and one in the tile code) this is now working and the rogue-like collision, which I&#8217;ve made part of Fireball&#8217;s libraries, is that little bit more useful.<\/p>\n <p>Now, I should really stop dicking around with tech. I&#8217;ve got a game to write <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>","time":"April 24th, 2010 5:39 am","title":"Pickup refactor"}