classes ::: programming, template, racket,
children :::
branches ::: procedure template

bookmarks: Instances - Definitions - Quotes - Chapters - Wordnet - Webgen


object:procedure template
object:pp template
class:programming
class:template
class:racket
--- J'S PROGRAMMING PROCEDURE
NOTES
--- PROBLEM IN BRIEF ::: state essence of problem concisely
--- CONCISE FUNCTION EFFECTS :::
--- CONDITION(S) ::: what potentially triggers the effect
--- FUNCTION PROCESS OVERVIEW ::: names and small description
--- FUNCTION PROCESS PSEUDO ::: all the parts, in pseudo
--- FUNCTION PROCESS ACTUAL CODE ::: parts in actual code, which can be moved to program after
--- J'S DEBUGGING PROCEDURE

--- TEST
NOTES
  try to write as close to code as possible
  try to discover function names

--- PROBLEM IN BRIEF
  I want to be able to move PLAYER from one screen (OW/WORLD) to another.

--- CONCISE FUNCTION EFFECTS
  move PLAYER to the OVERWORLD and WORLD.
--- CONDITION(S)
  When PLAYER or potentially NPC moves beyond the edge of a map or walks into a portal (into -1 or (add1 maxxy))
  spell effects. recall or warp-other (teleport-other would be on screen)
--- FUNCTION PROCESS OVERVIEW
  moveOW? ::: check for moveWORLD condition
  checkOW ::: check for connected OVERWORLD / WORLD
  worldGEN ::: generate OW / WORLD if non existent or say nothing over there and block movement.
  moveOW ::: switch OVERWORLD
  load WORLD ::: loading the WORLD location,
  moveWORLD ::: and move the player there.
--- FUNCTION PROCESS PSEUDO
  moveOW? ::: check for moveWORLD condition
    cond ::: if PLAYER newxy > WORLD maxxy or < 0
    uses ::: PLAYER newx, PLAYER newy, WORLD xmax, WORLD ymax
    who calls ::: bumpCHECK?
    result ::: next step (checkOW)
    extra ::: requires upgrading xmax and ymax to hash-forms so worlds can be of different sizes?
  checkOW ::: check for connected OVERWORLD / WORLD
    cond ::: called by moveOW
    uses ::: curWORLD, OVERWORLD x y,
    needs ::: PLAYER "OW" (list x, y)
    who calls ::: switch OVERWORLD
    look for newOW based on +/- of curOW and which edge of WORLD newxy PLAYER is on.
  worldGEN ::: generate OW / WORLD if non existent or say nothing over there and block movement.
    cond ::: needs to be generated before game even? just to get it working.
--- FUNCTION PROCESS ACTUAL CODE
  

--- THE PROBLEM
  1) when edging its a bit faulty in display the ". its tricky to get it working without breaking '5'
  2) player ow works, but they all link to the same world. i need different ones. but how to generate different worlds, in a way that is navigatable?
    problem vague ::: cant switch screens
    problem specific ::: OW just links to WORLD, each "OW () var" needs to be a separate instance.
      something like (0, 0) (hr W1),
             (0, 1) (hr W2)
    problem again ::: I want (not (eq? (hr OW 0 0) (hr OW 0 1)))
    goal exact ::: I want (hr OW 0 0) to = a WORLD, but (hr OW 0 0) and (hr OW -1 0) to = a different WORLD.
    goal in code form ::: (and (eq? (hash-ref OW '(0 0)) WORLD)
    simplest essence of goal ::: I need a hash table in a hash table ref.
  3) so now there are multiple WORLDS (OW 0 0) (OW 0 1) etc, (I think)
    but it doesnt draw anything on the second map, BUTTTTT you can move back and forth.
    
  4) okay okay. so the @ stays visible, and I can move amongst most screens.. except right.
    it keeps on spewing
      hash-ref: no value found for key
       key: '(0 0 (32 10))
      so does that mean that its not resetting x or newx to 1?
      so I need to see where it is exactly breaking.
  5) OKAY CAN MOVE AROUND YAY but I walk through objects.. and erase them. lol. still.  
  1) bump doesnt work.. (probably not too hard to fix)
  2) removing old @ symbols

  cant currently check newsym across OW, perhaps why it breaks?

OTHER
  potential components
    requirements
    effect
(scale .8 (bitmap "/home/j/Pictures/design_patterns_-_figure_4.png"))

--- OLDER
1) I decide what I want to work on.
    [lets try 'k' for example]
    [pretty print]
  2) figure out where code is for it
    [in this case its taggted "main" in racket/wordlist-terminal]
    [pretty print is MAKETEXT]
  3) open code section in editor
  4) define exact goal precisely without superfluities
    --> instead of make all text one color, split text, make images accordingly and reassemble to make variable picture.

see also ::: PROGRAMS, jrl, , TEMPLATES, wordlist entry template







see also ::: jrl, PROGRAMS, TEMPLATES, wordlist_entry_template

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now begins generated list of local instances, definitions, quotes, instances in chapters, wordnet info if available and instances among weblinks


OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

TOPICS
SEE ALSO

jrl
PROGRAMS
TEMPLATES
wordlist_entry_template

AUTH

BOOKS

IN CHAPTERS TITLE

IN CHAPTERS CLASSNAME

IN CHAPTERS TEXT

PRIMARY CLASS

programming
racket
template
SIMILAR TITLES
procedure template

DEFINITIONS


TERMS STARTING WITH


TERMS ANYWHERE



QUOTES [0 / 0 - 0 / 0]


KEYS (10k)


NEW FULL DB (2.4M)


*** WISDOM TROVE ***

*** NEWFULLDB 2.4M ***


IN CHAPTERS [0/0]









WORDNET














IN WEBGEN [10000/0]




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