Woohoo! Map movement!

Yeah, I know, it doesn’t look like much… ;)

This is just a unit test to ensure that movement between map tiles is being handled correctly. Tiles you can walk on are labeled as []; tiles you can’t are marked as //. The tile the actor (player object) is on is marked with the number. This is a really simple way to make sure the map is only allowing the player to walk on the right tiles (earlier on it successfully keeps the player from walking off the map, which is good, but will be handled slightly differently for multiple maps).

It (purposefully) ignores animation and view (the subset of this map that should be displayed on screen); separating these things is something I needed to accomplish anyway, since my previous ‘tech demos’ had them tied together, which is not acceptable for the actual client.

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Trials and Tribulations

You've made your way to a brief record of the odd and intriguing events which constitute the development of my pet project, The Great Two-Dimensional Online RPG.

Tags

android, architecture, c++, client, crafting, ec2, git, graphics, ipc, java, leveling, maps, menus, movement, multiprocessing, processing, pydoc, pygame, python, queue, rendering, scaling, server, skills, stack, synchronization, textpattern


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