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Enable level name to be displayed in status_line #135

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3 tasks done
angilbert opened this issue Nov 27, 2024 · 1 comment
Open
3 tasks done

Enable level name to be displayed in status_line #135

angilbert opened this issue Nov 27, 2024 · 1 comment
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enhancement Improvement to existing capability

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@angilbert
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angilbert commented Nov 27, 2024

Check ([ ] -> [x]) all that apply, then describe the issue below:

  • I have searched the tracker for similar issues (including closed ones)
  • I have provided a detailed example for how this feature should work
  • I have provided a use case for this feature, e.g. short description/share link of a game you're making and how you'd use the feature in that game, other things you've tried, edge cases, etc. (if applicable)

This is related to #79 - so could be considered at the same time.

I think it would be super useful in many games if the level-name could be easily displayed on/below the level when it loads. One possible approach would be to make this the default behaviour of status_line (if enabled - and assuming the level has a name). At the moment it is only possible to display a level-name by giving every level some sort of unique signature within the level-design and then having a hard-coded rule (one for EVERY level) to update the status-bar. Which is extremely impractical. The example below illustrates how it could be achieved using a single rule (if LevelName was a reserved keyword that could be utilised in a rule). However a new prelude option to always display the level name in the status bar (on level load) would be a very easy approach and would require no additional rule(s) at all.

A further extension would be to allow the level name to be utilised as a text-string for a canvas text-area - but I think that would be less useful and much harder to implement.

Screenshot 2024-11-27 at 13 42 25
@angilbert angilbert added the enhancement Improvement to existing capability label Nov 27, 2024
@angilbert
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It should be noted this could only be utilised by games made from a series of atomic levels and therefore wouldn't be compatible with an open-world type game (which typically has one huge level). A point to emphasise in the documentation perhaps.

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