Age | Commit message (Collapse) | Author |
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I have thoroughly documented why this hack is needed and added ideas how to
fix it properly.
svn-id: r46068
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The old comments were completely misleading although the algorithm was good.
svn-id: r45824
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This fixes the previous bugfix, which causes that I could not re-run the same
program (e.g., by repeatedly clicking on the hollow tree) if the hero did not
move at least one pixel.
svn-id: r45747
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Increasing _segment by 1 makes the code much simpler.
svn-id: r45744
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svn-id: r45743
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Adjusting to the edge is done such that it respects slight sideways movements of the dragon.
Fixed rounding issues in the whole game. Improved debug messages. Made sure that the dragon
does not turn like crazy around when clicking on the same pixel: the final point is always the
clicked one although the middle points made by shifted to make the animations smooth, and
preserve the dragons direction if he has not walked.
There is a bug with running turning animations as they seem to disappear for 1 frame and have
incorrect Z coordinate. Will investigate it next.
svn-id: r45742
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I project the hero immediately to the end of each edge for the time being
though.
svn-id: r45722
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To implement proper walking, I have to respect the relative shifts defined
by the sprites as opposed to apply some constant velocity.
svn-id: r45714
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svn-id: r45713
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First shot, not debugged yet, but seems to work (even though a bit hairy)!
svn-id: r45688
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svn-id: r45677
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The hero does not walk yet (it still teleports to the target immediately),
but that is just because the actual walking algorithm is left trivial first.
However, the main game loop, callbacks, and waiting all already work with
the general framework.
svn-id: r45648
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svn-id: r45644
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svn-id: r45641
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when reloaded
svn-id: r45640
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svn-id: r45623
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The current algorithm is much better than the original player'ss one and it
find really nice curved paths.
Also, started preparing interface for actually walking along this path.
svn-id: r45622
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PathVertex replaced by Common::Point. Do not update the path sprites if
not in the debugging mode.
svn-id: r45598
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svn-id: r45597
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svn-id: r45596
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In particular, breadth-first search algorithm for getting the shortest path
in the walkable area and an algorithm making the path oblique when possible.
svn-id: r45591
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svn-id: r45525
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svn-id: r45523
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Also, add comments to the last commit.
svn-id: r45511
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Also, fix a bug when loading the default walking map (wasn't implemented)
and setting font size. The reason I move this code into a new module is
because I will augment it with other walking-related algorithms soon.
svn-id: r45510
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