|I expanded my tile-set system to support even more shapes!|
tl;dr: New tile-set shapes, new toast-notifications, and more efficient surface parsing.
What happened last week?
- I created a new tileset system that supports even more angles and shapes.
- I created a new toast-notification system.
- I refactored my surface-parsing logic to use a more efficient tile-set-focused strategy.
- Create a toast notification system.
- This system is pretty configurable, uses my pre-existing styling system, and should be a good starting point for creating a dialog system later on.
- Notification size and placement can be configured.
- Notifications can be configured to close with a short delay, a long delay, manually with an X button, manually with a tap anywhere on the screen, or via code.
|My new toast notification.|
|My new toast notification—now closable with an X button.|
|My new toast notification—now larger.|
|My new toast notification—now full-width.|
|My new toast notification—now full-screen.|
- Refactor surface-parsing to use a more-efficient tile-set-focused strategy.
- Add more collidable tile shape validation tests.
- Tiles must not have duplicated vertices.
- Tiles must not have collinear vertices.
- Tile vertices must align with whole-pixel coordinates.
- Tile vertices should only be oddly-shaped if the corresponding flag is configured in the app manifest.
- Tile vertices must be convex.
- Tile vertices must not exceed the cell-size of the corresponding tile-map.
- Add more collidable tile-map validation tests.
- Tile-maps must use the same cell size.
- Add support for removing only partially-internal surfaces.
- For example, when there’s a half-block against a full-block, only the surfaces along the portion that overlaps should be removed.
- I used to repeatedly iterate across all cells in the tile-map in an outer and an inner loop, which is extremely inefficient.
- I now map cell indices to tile shape data, and only look-up the relevant neighbor-cell data for a given cell.
- In particular, this makes the following steps more efficient:
- Cell-to-surfaces-along-each-side parsing
- Internal-surface removal
- Continuous-surface merging
- Create a more complete tileset system.
- Includes slopes at 90°, 45°, and 26.6° (one up, two over).
- I created a new image template.
- I created a single TileSet resource with a handful of separate Autotile "tiles".
|My new tile-set template. The colors are temporary, but the general shapes should be pretty re-usable.|
|Here's a quick demo level showing the kinds of shapes I can make with the new tile-set.|
- Add a function for testing whether a polygon is convex.
- Show a notification about reduced frame rates when toggling-on annotations.
- Fix a regression in HUD-key-value-box and inspector-panel styling.
- Fix an issue with how my old tile-set-parsing logic had assumed all tiles would be what Godot calls a “Single tile” instead of “Autotile” or “Atlas”.
- I needed to map cells by their coordinates as well as their “tile ID”.
- Start debugging recent surface-parser changes.
- Fix a bug with key-value box resizing.
- Fix an issue with global styleboxes sometimes getting destroyed when their local duplicates should instead be destroyed.
- 🦃 Another short week!
- Finish debugging some lingering issues from my recent surface-parser refactor.
- Create new and improved Squirrel Away tile art.
- Finish some remaining work with oddly-shaped surface-parsing.