trying to setup a floor data system that can save
so the idea is that my tower has floors, and each floor will keep track of what is on that floor like what buildings are on the tiles and what entities are where etc.
and then the world will have a list of floors, and that list should be able to work with the save / load system.
Here's some of the relevant code I have so far:
typedef Vector2i Tile;
typedef struct TileData TileData;
struct TileData
{
Tile tile;
BuildingData building;
};
typedef struct FloorData FloorData;
struct FloorData
{
int floorID;
TileData tiles[MAX_TILE_COUNT];
Entity entities[MAX_ENTITY_COUNT];
};
typedef struct World World;
struct World
{
float64 time_elapsed;
UXState ux_state;
FloorData floors[MAX_FLOOR_COUNT];
ItemData items[ITEM_MAX];
};
the game starts up fine but the second time the game starts up I get the attached error.
How do I solve this error?
Thanks.
0
13 comments
Flynn V
4
trying to setup a floor data system that can save
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