Comments (3)
There is a lot of logic for masking in TileLayer.java.
from thoth.
Status: masking logic should be removed wherever possible. This will probably lead to big improvements in performance.
from thoth.
Remove Masking, but transfer some useful logic from this class into something else.
In particular, we need the logic for connectivity between grid nodes.
from thoth.
Related Issues (20)
- Refactor structure of semantic trees. HOT 1
- Update items UI when an item is added or removed from the InventoryOverlay.
- Specific constructors in Tile should be refactored as static factory functions.
- Higher frame rate player animation. HOT 1
- Allow animations to have variable frame rate. HOT 1
- Recreate tutorial.
- Simplify spellcasting.
- Clean up Detector/Despawner within Entity hierarchy.
- Have tripwires hold objects from falling.
- Fix AI so it jumps instead of creeping up and down
- "Tell it to explode if it touches a mummy"
- Improve InventoryOverlay HOT 1
- Use OpenGL-accelerated rendering
- Better dialog overlay HOT 1
- HUD enhancement HOT 2
- Shooting midair freezes game
- Make all kinds of entities use hasGravity HOT 1
- Bullet sprite rendering HOT 1
- Frame rate/move speed seems to be weirdly tied to world size
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from thoth.