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Update README.md
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tiliv authored Sep 25, 2024
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This is a pure React javascript application that loads static text files as the starting state and then presumes your game state overrides the default data. Interactions in the world issue DOM events scoped to the targets, and the React components carry out the operation and let reactivity update the game map. There is no state architecture beyond useState(), as a proof that the size of the code doesn't HAVE to double to write all the mutation bloat. We're trusting naive DOM events here to bus our data, but hackability is kind of the point. If you can throw events from the console, you might be able to make the game do stuff, and I hope that's fun to experience.

The main map files are basically text art, with a table of special coordinates and sprite names. Using these hints, the game parses the flat map into solid, passable, and interactable layers, and then draws it like a TI-83 Plus with ASM-style greyscale might. Because of this conceit, the coordinate system from top to bottom is in row-column format. As a happy accident, this means your text editor's cursor position is always the actual coordinate you're editing, making interactive tiles easy to identify.
The main map files are basically text art, with a table of special coordinates and sprite names. Using these hints, the game parses the flat map into solid, passable, and interactable layers, and then draws it like a TI-83 Plus with ASM-style greyscale might. Because of this conceit, the coordinate system from top to bottom is in row-column format. As a happy accident, this means your text editor's cursor position is always the actual coordinate you're editing, making interactive tiles easy to reference in the world files.

Future goals:

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