devember 7th — actors walk on top of map tiles
Refactored movement from Player* to new superclass ActorSpriteNode.
Actors will now stand on top of map tiles (with the assumption that the top surface is the isometric bounding box for the tile). No more walking inside walls and such ghostly nonsense.
Actors has a limited step height that they can reach when moving, and can’t move between tiles with greater height difference (as measured in base tile halfwidth). This should probably be replaced with an ActionPoint cost function of step height in the future.
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devember 8th — randomized maps
Refactored lots of tile related stuff, so the tile templates can hold more information than just a texture image name, e.g. the stepHeight for a tile, so we can have tiles that are not perfectly flat, but still be walkable and have actors positioned correctly.
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devember 6th
Lighting broke yesterday because initialization code was moved into the wrong place. Sigh. Now we have working scene lighting again.
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.