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[Adonthell-devel] Re: Remaining Map Issues


From: Kai Sterker
Subject: [Adonthell-devel] Re: Remaining Map Issues
Date: Sun, 17 Feb 2008 10:13:58 +0100

On Feb 14, 2008 11:15 PM, Kai Sterker <address@hidden> wrote:

Jumping and drawing the shadow correctly are in place.

> * Drawing of shadow and jumping are somewhat related. The first thing
> to figure out would be when a character is resting on the ground or
> not. Basically, if the z-velocity at the end of a cycle isn't 0, we
> know the character is off the ground. The ground position is then
> determined by the highest tile still lower than the current character
> position. Once we know the ground, we can draw the shadow. At least
> for now. Later we might want to improve the code to better fit when
> the ground is sloped ...
>
> * Jumping is partly implemented in world/character. A vertical
> velocity value that survives individual cycles is kept there. The
> question is whether we want to keep it kind of separate from gravity
> or implement a cumulative gravity system, where vertical velocity
> builds up each cycle (unless the character is resting on the ground
> --> see above). In latter case we could possibly do with a smaller
> gravity value, thus improving the auto-climbing of stairs and such.
>
> * Remains the rendering. It does not yet take shape-offsets into
> account, so the order defined by square_info::operator< isn't right.
> Chances are also that calculating the base tile is affected by this as
> well. It's the area I've looked at the least, so it's too early to say
> something definite yet.
>
> Kai
>




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