package technology.zim //For now, keep it small with uncompresed tile representation //In the future, this could be stored in a gzipped file and memory mapped //Location in array is the tile's coordinates //Value of int is barriers, bitwise operation class World(val tiles: ArrayList> ) { //TODO: Implement world generation algorithm fun generate(seed: Int) { } //Determine whether moving from one tile to another is valid //Should limit to adjacent tiles //Should detect walls and refuse movement if one exists in the desired direction //Or maybe this should be delegated to another class fun canPass(x: Int, y: Int, fromX: Int, fromY: Int) { } }