Role Playing Game Engine - Tasks: task #7849, 0.0.4: Multi-tile sprite support
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task #7849: 0.0.4: Multi-tile sprite support
Submitter: | Remco Bras <rvbras> | ||
Submitted: | Thu 13 Mar 2008 09:53:23 AM UTC | ||
Should Start On: | Wed 12 Mar 2008 11:00:00 PM UTC | Should be Finished on: | Wed 12 Mar 2008 11:00:00 PM UTC |
Category: | C Core | Priority: | 1 - Later |
Status: | Postponed | Privacy: | Public |
Assigned to: | None | Percent Complete: | 0% |
Open/Closed: | Open | Effort: | 0.00 |
No files currently attached
Depends on the following items: None found
Items that depend on this one: None found
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Follow 4 latest changes.
Date | Changed by | Updated Field | Previous Value | => | Replaced by |
---|---|---|---|---|---|
2008-08-24 | rvbras | Summary | Wish Item: Multi-tile sprite support | 0.0.4: Multi-tile sprite support | |
2008-03-13 | rvbras | Category | None | C Core | |
Priority | 5 - Normal | 1 - Later | |||
Status | None | Postponed |
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RPGE currently only supports 16 by 16 sprites, rather than a sprite-specific width.
This task comes down to adding support for m by n sprites, wherein each and every single mob can have a unique sprite size. (Tile sprite sizes are obviously limited to the uniform size of a tile) Furthermore, this means that tile occupants have to be somehow generalized, such that the collision checking of mobs and tiles comes down to a checking intersection of two m by n rectangles. Another tricky part is keeping track of the 'occupant status' of a m by n mob that may span 200 tiles, 1 tile or even just 1/8th of a tile.
For me, personally, this is a RPGE-1.0.0 item, something that should be fixed before I can call RPGE 'complete', but not something that is extremely urgent.