Current build: 0.0.10 - new details in Italics
Completed Features So Far:
- Player and map draws
- Player and map movement
- Map draws from string
- Object overlay draws
- āCā Key changes tools, space uses
- Player/Map positions now operate appropriately (note below)
- Walking collisions with ground layer – can’t walk on water (duh)
- Walking collisions with object layer (minor tweak needed)
- Current tools: None, Watering Can, Hoe
- Teleport Objects
Currently working on:
- Resolving issues with player sticking when directional axis is changed after collision.
Next on the plate:
- Adding randomized field objects; weeds, rocks, logs.
- New tools; axe, hammer, scythe.
Coming later:
- GUI
- Map Teleporting
- NPCs
- Money/Economy
Notes:
Player/map system: It took quite a bit of programming/puzzle solving to get this to work right. The system proposed was that the player would remain in the centre of the screen, unless their positionOnMap reached half a screenWidth from the edge of the map, this way, the map would scroll while the player remained stationary in the centre of the screen. That is, when the edge of the map reached the edge of the screen, instead of continually scrolling, revealing the coloured area beneath the map, the map would stop, and the player sprite would be free to move to the edge of the screen/map.
Walking collisions problem: After implementing the walking collisions today, with both the ground layer, and the object layer, I’ve noticed a small problem; Say I had the player walk right, until he hit a fence object. Of course, the player would simply stop. I can walk left again, no issues. But if I attempt to walk upwards (or downwards) along the fence, he stays stuck.