Re: Help with coding a map in bgt

I like string arrays, because then it's more like drawing. This only works if you have a good spatial / tactile / visual imagination (braille helps, and as a bonus, you don't even need to be good at reading it).
But there's too much processing involved in saving a map as a string array directly. Especially given that BGT doesn't seem to distinguish between single-character strings and individual characters (the latter would be fast; the former is slow).

So you could just draw a map like so:
string[] map={
"----------",
"-        -",
"-  rrr   -",
"- r     r-",
"-        -",
"-  r r   -",
"-      r -",
"- r   r  -",
"-        -",
"----------"
};

Where hyph ens are walls, 'r's are rocks, and spaces are clear.
You can get the value at an individual tile in BGT like so:

string tile_to_check=map[row][column];

To be quicker, you might want to do this:

if(map[target_y][target_x]=="-") do_not_move();
else if(map[target_y][target_x]=="r") hit_rock();
else move();

For some reason, though, this method feels wrong by itself. Maybe it's that strings are generally bulky; this wouldn't be a problem in, say, C, but in most higher-level languages, they are both slower and larger.
(I usually just write a function that loops through a string array and converts it to an int array, if I'm using this method.)



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