Age | Commit message (Collapse) | Author | Files | Lines |
|
Made the class and the code in general more readable by removing all
the needless getters and setters.
|
|
|
|
- Removed unnecessary comments
- Removed a useless contains() check in getTileCenter()
- Fix the above function documentation
- Don't permit FloorItem to be created without a map object.
Reviewed-by: Thorbjorn Lindeijer.
|
|
The position is centered to the nearest tile center in tA.
|
|
and made use of it through the tA code.
I also remove the obsolete TODO in the flooritem class.
|
|
The code was simplified a bit, too.
|
|
Trivial fix.
|
|
|
|
This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
|
|
The Actor class manages the Map reference, position vector, and alpha float.
These are the common parts from it's children.
|
|
|
|
|
|
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
|
|
|
|
Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL.
Then, I'll be able to finish this, by making also players visible when covered...
But Kage asked me (each and every hour) to do something else first ;)
|
|
Move stuff only needed for Players into Player (like slots and sprite
limits). Move name handling into Being (no need for three copies of
this code). Clean up terminology (including Map terminology). Remove
hair-related variables.
|
|
We don't use underscores in the filenames generally, and let's be
consistent on that matter.
|