This week I was able to complete coding everything from my previous version into the new LibGDX version. So, now I should be able to start implementing new things. I was able to get two layers of mountains procedurally generating again in the game world. There are still a few bugs where I am not checking some special cases but overall, it is looking pretty good. Additionally, I was able to fix the rabbit animation problems I was having from the previous week.
I recently made a list of the next items on my list to work on. It is very long but I would like to start working on attack animations and sprites. Then I would like to work on adding an inventory system and an item system. I would also like to work on animated tiles to make the world look more alive. Every week I seem to talk about working on a noise algorithm for placing objects around the world better, but I keep putting that on hold. Hopefully, I can start working on that soon as well.
Hopefully the next post will have something more interesting to talk about. I spent most of my time this week working on fixing unexpected bugs and getting everything working as good as or better than before. I am looking forward to starting work on the next pieces of the project.
On the end of the post every week I am going add a list of changes that I made during the week and add them to the end of the post.
Full Change List:
- Fixed Bug: particle spawner had a null pointer exception because there was no sprite for the spawner. (put spawners into a new type of entity called non render entities)
- Fixed Bug: particle spawner not removed during cleanup after it is used. (Empty object was still in memory)
- Fixed: Rabbit movement animations. Each rabbit needed its own copy of the animation sprites.
- Implemented: Mountain Tiles have been added to the game world. (2 layers)
- Code change: Moved Rendering into each class. Many calls instead of one giant one.
- Code change: Created a class for levels. Moved a lot of the level data out of the game class.
- Implemented: Entity Sorting for rendering.
- Fixed Bug: Entity Sorting crashing when sorting Trees. (Trees at same y height caused the crash)