devember 6th
Lighting broke yesterday because initialization code was moved into the wrong place. Sigh. Now we have working scene lighting again.
Redone sprite node classes to inherit from our own base ITSpriteNode instead of SKSpriteNode, so common IsoTile logic can be added there. For now there are north/south/west/east relations to neighboring tiles on the map, and objects placed on the map can simply ask their parent tile for directions when then want to move around.
I’ll probably need to refactor some generic ActorSpriteNode code out of PlayerSpriteNode when the need to add AI actors to the scene arises.
Next related
devember 7th — actors walk on top of map tiles
Refactored movement from Player* to new superclass ActorSpriteNode.
Previous related
devember 5th
Coding on the train today. WASD movement and simple dynamic lighting. For some reason lighting broke when making more sane spritenode tree structure.
devember 4th
Support for layered sprites on base tiles, for dynamic objects being displayed on top of floor tiles. Click to teleport player sprite to a tile.
devember 3rd
Isometric coordinate transforms between tile grid positions and screen space sorted out. We can now display a z-sorted grid of floor tiles on screen, and pick tiles in the grid via screen coordinates.