{"action":"created","issue":{"url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/9","labels_url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/9/labels{/name}","comments_url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/9/comments","events_url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/9/events","html_url":"https://github.com/kyranstar/Hunt-The-Wumpus/issues/9","id":66769613,"number":9,"title":"Dealing with infinite room loop?","user":{"login":"WasabiFan","id":3310349,"avatar_url":"https://avatars.githubusercontent.com/u/3310349?v=3","gravatar_id":"","url":"https://api.github.com/users/WasabiFan","html_url":"https://github.com/WasabiFan","followers_url":"https://api.github.com/users/WasabiFan/followers","following_url":"https://api.github.com/users/WasabiFan/following{/other_user}","gists_url":"https://api.github.com/users/WasabiFan/gists{/gist_id}","starred_url":"https://api.github.com/users/WasabiFan/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/WasabiFan/subscriptions","organizations_url":"https://api.github.com/users/WasabiFan/orgs","repos_url":"https://api.github.com/users/WasabiFan/repos","events_url":"https://api.github.com/users/WasabiFan/events{/privacy}","received_events_url":"https://api.github.com/users/WasabiFan/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":5,"created_at":"2015-04-07T04:02:02Z","updated_at":"2015-04-08T02:04:08Z","closed_at":null,"body":"How do we want to handle the fact that the map wraps from one edge to the other? I was thinking we could render the rooms adjacent to the edges and move the player to the other side of the map when they try to cross. In that case, we would have to manually store the information on which connection is supposed to wrap to make sure that the layout algorithm doesn't hit an infinite loop.\r\n\r\nAny other ideas?\r\n\r\nAnd while we are on the subject, how do we want to obscure adjacent rooms from the user? Fog?"},"comment":{"url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/comments/90779652","html_url":"https://github.com/kyranstar/Hunt-The-Wumpus/issues/9#issuecomment-90779652","issue_url":"https://api.github.com/repos/kyranstar/Hunt-The-Wumpus/issues/9","id":90779652,"user":{"login":"nikbyk","id":10934709,"avatar_url":"https://avatars.githubusercontent.com/u/10934709?v=3","gravatar_id":"","url":"https://api.github.com/users/nikbyk","html_url":"https://github.com/nikbyk","followers_url":"https://api.github.com/users/nikbyk/followers","following_url":"https://api.github.com/users/nikbyk/following{/other_user}","gists_url":"https://api.github.com/users/nikbyk/gists{/gist_id}","starred_url":"https://api.github.com/users/nikbyk/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/nikbyk/subscriptions","organizations_url":"https://api.github.com/users/nikbyk/orgs","repos_url":"https://api.github.com/users/nikbyk/repos","events_url":"https://api.github.com/users/nikbyk/events{/privacy}","received_events_url":"https://api.github.com/users/nikbyk/received_events","type":"User","site_admin":false},"created_at":"2015-04-08T02:04:08Z","updated_at":"2015-04-08T02:04:08Z","body":"Oops, sorry misunderstood. I think we should render it so it looks like any other move to another room. Don't need to be special.\n\n\n\n\n\n        Sent by Outlook for Android\n\n\n\n\nOn Tue, Apr 7, 2015 at 7:02 PM -0700, \"Wasabi Fan\" <notifications@github.com> wrote:\n> I had that figured out. I'll draw up a picture later, but all we need is the room connections list. Like say room 1 connects to 2,3,29. If you go off the end from room 1, the door would send you to 29. Idk if that makes sense. Ill draw up a diagram and email it later, which should make it clearer.\n\nWhat we are discussing is how we want to render that effect, not the mechanic itself. As it currently stands, if we give one of those edge rooms a connection to the other side, it should work; but it will still look like you are hitting the edge of the map before wrapping. My question was just if we want to render the rooms to make it look like an infinite wrap or if we want to use some other sort of graphic (I think the decision was that we would render it as an infinite cave).\n\n---\nReply to this email directly or view it on GitHub:\nhttps://github.com/kyranstar/Hunt-The-Wumpus/issues/9#issuecomment-90779085\n"}}