Currently if there is a monster in view a distance of 1000 is returned.
You can get rid of the monsters by using a maze (set in settings) with none seeded.
I guess at some point it would be good to just report distance and say if it is a wall, monster or other player. Not sure how to do this with a single distance value as it is now, probably another return data flag?
I don't plan to add anything more, except I may just report the distance to the monster instead of 1000 and find some other way to say it is a monster using a flag for example. If there is a monster or other player there, then the distance cannot be the distance to the wall behind it since the engine doesn't actually know what is not shown behind another object.
I am open to suggestions on this!
EDIT
I will change so it reports the distance to whatever is there, it will also return a string describing what it saw - this will be the internal object name which will be a wall, enemy or player label.
Hopefully thats it where dist is always the distance to whatever is directly infront of you, and there is also a distLabel string returned saying what it is you see - a little trickier than I thought so hopefully nothing broken - the distance was used to prevent passing through walls and 1000 used for enemies and other players to let us pass throughthem - logic had to change a bit.
You can get rid of the monsters by using a maze (set in settings) with none seeded.
I guess at some point it would be good to just report distance and say if it is a wall, monster or other player. Not sure how to do this with a single distance value as it is now, probably another return data flag?
I don't plan to add anything more, except I may just report the distance to the monster instead of 1000 and find some other way to say it is a monster using a flag for example. If there is a monster or other player there, then the distance cannot be the distance to the wall behind it since the engine doesn't actually know what is not shown behind another object.
I am open to suggestions on this!
EDIT
I will change so it reports the distance to whatever is there, it will also return a string describing what it saw - this will be the internal object name which will be a wall, enemy or player label.
Hopefully thats it where dist is always the distance to whatever is directly infront of you, and there is also a distLabel string returned saying what it is you see - a little trickier than I thought so hopefully nothing broken - the distance was used to prevent passing through walls and 1000 used for enemies and other players to let us pass throughthem - logic had to change a bit.