Final Fantasy Legend Level Editor Update

Progress on Final Fantasy Legend level editor.

My biggest frustration was how to deal with multidimensional Array’s in Elm. In JavaScript, if you want to build a 2D grid, you just put Array’s in Array’s like so:

grid = [
  [ 0, 0, 0 ],
  [ 0, 0, 0 ],
  [ 0, 0, 1 ]

And to see if a tile is walk-able (e.g. 0), you just do a nested Array access:

walkbleTile = grid[0][0] // 0
unWalkableTile = grid[2][2] // 1Code language: JavaScript (javascript)

Then when creating level editors, you simply set a tile’s value the same way:

// make last tile walk-able again
grid[2][2] = 0Code language: JavaScript (javascript)

However, Elm doesn’t have null pointers because it doesn’t have null. Any time there is a value that might not exist, it’s a Maybe. This means all code now has 2 paths. For 90% of these 2D games, the tiles don’t change. It makes your code super nasty because you’re doing if statements when there is no point. For such a powerful type system, there HAD to be a better way.

So I asked around on the Elm Discourse and got a few alternatives. I started playing with the Vector library today, and it’s awesome. No Maybes; you just use the Vector size you need, and viola!

You’ll notice, however, when I click on the tiles, there “off”. This is because knowing where you clicked I haven’t gotten correct yet. There is where you clicked + where the Canvas actually is + what the offset of the tiles is + any CSS & box model adjustments + any zoom level. When I zoom in, you can see how bad the math is, lol.

However, still a major victory to have such a wonderful API now to access and update tile maps without Maybes everywhere.

Here’s the Array get and set API:

vs the Vector get and set: