![]() |
For now, my son, my cat, and myself are the actors, but we're good enough to show that it works! |
Accomplishments
- Designed and implemented the Actor palette.
- Added a toggle button to the View panel for actors.
- Modified the high-level file I/O classes to support reading and writing of actor lists.
- Began to reconsider the relationship between the actor lists and the tile maps. In short, the tile map view only needs the actor list for rendering, and therefore a composition relationship is unnecessary and undesirable. Instead, the actor list could be passed as a parameter to the tile map view's render function. This does add one complication though -- how to load the actor file for a game world.
- Optimized the core game loop by enhancing the game timer and moving some initialization outside of the loop.
Known Issues
- Functionality Issues
- The New Map dialog creates the map files in the app root rather than the data directory.
- Full-screen mode quit working as soon as I started porting functionality from MHF 2 to MHF 3. Gotta find out why.
- Usability Issues
- If the layer currently being edited is hidden, the view panel gets out of sync with the edit panel.
- The buttons on the New Map screen's cycle controls are occasionally unresponsive.
- The tile map view's anchor space doesn't always scale correctly when resizing the editor pane. I've had trouble reproducing this on command, but it happens occasionally.
- Performance Issues
- When the tile ID view option is turned on for large tile sets, the frame rate drops sharply to the point of being unusable.
- Supportability Issues
- The keyboard event handler for the Android platform doesn't seem to work at all. Testing and troubleshooting are in order.
- The Android platform layer doesn't yet have the ability to rotate the captions for the slide-out tabs or dynamically resize a graphics canvas. Currently a low priority since this tool is intended to be used on a developer's PC, but something that needs to be addressed eventually.
- High Priority:
- Automatically populate the tile set selector on the New Map dialog.
- Fix the dependency between the view panel and the edit panel.
- Make the New Map dialog save map files to the right location.
- Medium Priority:
- Implement isometric modes.
- Improve performance of tile ID renders.
- Test, test, test!
- Low Priority:
- Fix full-screen exclusive mode for the PC platform.
- Update and test WallTileTransformer.
- Do more testing on FloorTileTransformer to make sure the vertices are right.