> Why have tile properties? The PA3 engine works as follows: every area has
> its own program file. Events triggered in the engine call standard
routines
> in the area program files.
>
> There is one event that occurs every step the player walks. So every step
> the player walks (in other words, every time the engine is looped), it
jumps
> to this event (subroutine) in the area program
>
> Now, here you can do whatever you want. If you want something to happen
when
> the player is in room Z, at the
> coordinates X,Y, why, you simply use an IF THEN routine and jump to the
> appropriate event... If the player is not there, you can check for
> something else. If all the checks have been done, the routine returns to
the
> main engine.
The PA3 engine does not scroll. Therefor, you have got quite some time left
to do things like this. However, when using a scrolling engine or even
worse: a smooth scrolling engine, it is a better idea to combine this with
the 'trigger' phenomenon, that way those checks are only done if they are
really nessecary.
Also, imho, it is a more structured way of handling things (when you combine
it with a lookup-table). I don't like long series of IF-THENs...
~Grauw
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