devember 18th
Screen to tile coordinate transform when tiles have different visible height gets complicated.
Refactored tile types into their own classes, so they may become composit with e.g. trees and other clutter on them in the future.
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devember 19th — clutter on maps
Map tile classes can now cause random clutter to appear on them, like trees.
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devember 17th — smooth actor movement
Actors will now move smoothly in the X-Y plane, and will find their own paths using the A* path finder. Also been playing a bit with ambient light cycles so there will be day and night, and longer cycles for seasonal variation of the day/night cycle.
devember 16th — smooth perlin noise
Now using perlin noise for smoother random terrain map generation. Need better height map textures.
devember 15th — working A*
Working A*, and decaying debug highlight of search area and best path to selected target tile. TileMap provides the optimistic path cost heuristic, and Actor provides costOfStep between nodes.