On Feb 14, 2008 11:15 PM, Kai Sterker <[EMAIL PROTECTED]> 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 > _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel