microsoft / microsoft/pxt-arcade
Ability to add "regions" or "areas" to a tilemap
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- Dominant language
- TypeScript
- Stars
- 546
- Forks
- 263
- Avg merge
- 7h 35m
- Merged PRs (30d)
- 46
Description
Is your feature request related to a problem? Please describe.
Similar to walls, it would be useful to paint zones on a tilemap that could then be accessed by event handlers (on sprite enter area, on sprite exit area, etc). This could be for detecting when a character has walked "into" a town, for example.
Describe alternatives you've considered
We're currently using the "cover all tiles with [image]" block (in the tilemaps extension) to obscure tiles that form a "region". This is a little clunky, and requires new blocks for each type of cover tile generated.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the tilemaps extension and its existing wall and “cover all tiles with [image]” functionality. Compare the requested region painting behavior with the existing event-handler model, then define what region entry and exit should mean. Done should include a usable way to paint regions and handlers that detect sprites entering or leaving them.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- typescript
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100