| Commit message (Collapse) | Author | Age | Files | Lines |
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Previously, MapViewGameState preformed all of its actions directly on the internal map. However, this would result in the map being exactly the same when reloaded, which was not wanted. So, copy() functions have been added to several places so a copy of the internal map is provided for MapViewGameState.
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Instead of requiring users to extend Map, all that is required now is the creation of a Map object, which should then be configured and added to the Database via Database.addMap()
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Converted RM2K's RMG2000.fon to a TrueType font using some long and difficult processes (involving first converting to a .bdf, then to a .ttf). With this standard font included in the package, there will be no worry of strange fonts, as TrueType is a standard.
Also, probably because of the size of the new font, the white-tail bug has disappeared. This seems rickety, but because this is the only font that should be used, it should be ok. And if the problem ever arises again, the ticket can be reopened.
Fixes #6 and #1.
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MapViewGameState now plays music depending on the variables of its Map, which can tell it to either stop the music, keep the previous music playing or start playing a specified music.
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Because the coordinates and transparent color previously used were tuned for the default System file, the coordinates were changed to be more forgiving and the color is picked from the last pixel of the first row from the graphic.
Also, for some reason, every file in source control has been marked as modified, even though most haven't been. Don't know why this happened.
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Now, maps can be larger than (20,15) and the map will scroll as the hero walks across the middle. However, Southward and Eastward middle-traversing appears to warp reality just a little and there are a few kinks that need to be straightened out.
Map layer caching has also been added because the lower and upper layers of a map never change, so they are cached after the first rendering.
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StepMoveEvent has an issue where an event could walk off the screen under its influence because it preformed no collision checking, due to the fact that the parent map had to be accessable to preform collision checking. Now, both event styles (unified with an AbstractEvent class that handles functions common to both styles) carries information about its parent map, provided by EventList which is in turn provided by the parent map itself.
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Previously, Map's checkForCollision did not properly check collision and would allow an event to initiate movement to a location another event was already moving to (but wasn't at yet).
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