So, I would like some opinions on how I should handle luckytime.
For example, I can either enumerate through players within a screen, and check for distance and check for llucky time. If a player is within range for luckytime, they start luckabsorb.
Now option B tht I have. When a player starts luckytime, its in a 7x7 grid. Now the tiles within that 7x7 grid, get an attribute declaring them luckytime tiles, a blessed tile if you will. When player is standing still on a blessed tile, they start gaining luckytime.
Which of these would be the smarter more efficient route. Or if you have another, better way, I would love to hear.
For example, I can either enumerate through players within a screen, and check for distance and check for llucky time. If a player is within range for luckytime, they start luckabsorb.
Now option B tht I have. When a player starts luckytime, its in a 7x7 grid. Now the tiles within that 7x7 grid, get an attribute declaring them luckytime tiles, a blessed tile if you will. When player is standing still on a blessed tile, they start gaining luckytime.
Which of these would be the smarter more efficient route. Or if you have another, better way, I would love to hear.