So I gave in to nostalgia and made more of the textures green-text-on-black:
I think I’ll leave the base layer like that until I can take the time to make something nice. In the game, each cell is supposed to be 10 feet by 10 feet, but the Z values in the map are in single feet instead of tens of feet. So let’s fix the position and scale of the blocks:
So now the cells are one foot thick and positioned appropriately to the map scale. But that makes it really difficult to see into the dungeon:
What we need is some sort of Z-filter so we can choose what is the highest layer we want to see. Let’s keep track of the Z planes in the MapManager:
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Then add a method to cycle up or down through the layers, turning off the renderers on any block above the current layer.
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Then over in the GUIManager let’s let the A and Z keys cycle the layer up and down, and display the current top layer:
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Despite the fact that we’re touching the renderer on every block, it works pretty fast:
Now we’re ready to try watching a live game world.