Amori (Ambiguous title ;D)
Well I’ve recently decided to acquire a copy of the Eclipse IDE on my current computer, though it’s shared, and that’s why it has taken me so long to get to this conclusion, though it will be temporarily until I’m reunited with my laptop.
Landon and I, though he’s a tad under the weather, have started discussing concepts of Amori, which he may very well be basing his next project on. When I was last programming Amori I had run into the issue of proper formatting of the maps. I had realized that for every layer, an array of tiles, each tile was being instanced with a wasted property, the attribute. This attribute was possessed by every tile on every layer, so I thought, what if I had two different tiles layered on top of each other that had different attributes or conflicting properties? Well I thought gee, that’s a real issue and in any case a waste of precious memory.
So I came to the conclusion of optimizing the map format, it will now work as such: The map will contain its own specific properties as it should, Max-X, Max-Y, an array of tiles, and that is about it. Then the tiles will be another class of their own, possessing their XPos, YPos, Type, Attribute .. and so on, while also possessing an instance of the Layer class which will primarily contain a graphic. This way tiles can possess multiple graphics layered upon themselves while using the same coordinates, attributes, and other properties.
Before this, we had the map utilizing the layer class which in turn possessed its own array of tiles, this turned out to be a big no-no as I have previously mentioned and has been corrected. I will now move on to adding in a proper game loop, and then moving onto animations.
I’ve decided to get some sort of Repository setup for Amori at least, and it will come in an importable JAR file format, as well as a project template containing what was previously my testing template to test every feature of Amori, this will serve as almost a sort of engine, demonstrating the powers of Amori and offering a base to quickly build a game off of.
More of that will be discussed in the near future.