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* Add basic movement * Calculate step length based on tick time between updates, teleport to target if within one step. * Smooth camera, hero movement removed float to int conversions in Render and IsoToScreen functions * Render hero in the center of the screen (assuming 800x600 resolution) * Revert changing Render() parameters type * Render hero in the tile loop hero will naturally render in front of the walls of the current tile but behind the walls of the tile below * Smoother steps near target coordinates remove jitter from trying to get one step away from target on both axis |
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.. | ||
d2mapengine | ||
d2ui | ||
animated_entity.go | ||
sprite.go |